











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 28 / 48% |
Size | medium |
Lifes / Deaths | Killed by Yvyta the storm drake hatchling at level 28 on the 54th Regrowth 123rd year of Ascendancy at 09:13 / 1 |
Primary Stats
Strength | 18 (base 11) |
Dexterity | 68 (base 55) |
Constitution | 13 (base 10) |
Magic | 25 (base 10) |
Willpower | 15 (base 10) |
Cunning | 68 (base 60) |
Resources
Life | -55/748 |
Stamina | 134/194 |
Healing Factor | 1.0283363011316 |
Regeneration | 5.3987655809409 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 8 |
See Stealth | 64.455650412942 |
See Invisible | 64.455650412942 |
Offense: Mainhand
Damage | 75 |
Accuracy | 46 |
Crit Chance | 34% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 46 |
Crit Chance | 41% |
APR | 45 |
Speed | 0.90 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Nature | +11% |
Darkness | +6% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Light | +25% |
Nature | +15% |
Cold | +5% |
Fire | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (58.594633868923%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 32 |
Mental Save | 40 |
Defense: Resistances
Acid | + 21%( 70%) |
Physical | + 9%( 70%) |
Cold | + 16%( 70%) |
All | + 7%( 70%) |
Darkness | + 31%( 70%) |
Light | + 14%( 70%) |
Temporal | + 21%( 70%) |
Mind | + 13%( 70%) |
Lightning | + 19%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Disarm Resistance | 50% |
Stun Resistance | 62% |
Poison Resistance | 20% |
Knockback Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -371 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 742 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 268 damage for 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 492% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Burb the snow giant champion. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed faerlhing fang. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+3 eff.) Ignore resists +10% fire Ignore Armor +6 defense ------ Armor +3 Resistance +15% acid +2% physical Spell save +9 (+4 eff.) Life +60.00 Stun Resist +20% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +15% nature defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +16% nature +9% darkness Unlife -20.00 life Life Regen +2.00 Poison Resist +20% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 5 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 79.08 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +20.00% Damage +6% darkness defense ------ Resistance +9% darkness Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Life +45.00 other ------- Max hate +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+2 eff.) Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+4 eff.) Spell save +7 (+3 eff.) Mind save +8 (+2 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Critical power +12.00% Ignore resists +25% light Accuracy +6 (+2 eff.) Ignore Armor +15 defense ------ Defense +25 (+6 eff.) Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +6 (+3 eff.) defense ------ Resistance +8% light +8% darkness Mind save +10 (+3 eff.) Life +40.00 Confus Resist +20% Pinning Resist +10% other ------- Mana/turn +0.10 Max mana +44.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +5 Dex offense ------ Mindpower +5 (+2 eff.) Damage +3% cold Ignore resists +10% mind +5% cold defense ------ Defense +1 (+0 eff.) Life +33.00 other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +7 Mag +5 Wil offense ------ Spellpower +10 (+5 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% temporal +6% mind +7% all other ------- Mana/turn +0.16 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -619 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1237 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 27% defense ------ Resistance +12% lightning +6% cold +6% acid other ------- Masteries +0.31 Cunning/Lethality Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Mag +5 Con offense ------ Critical power +20.00% defense ------ Resistance +15% temporal Pinning Resist +24% Knockbk Resist +32% other ------- Psi when Hit +0.12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Con defense ------ Resistance +12% lightning +9% cold +12% light +10% darkness Crit Resistance 10.00% Blind Resist +20% other ------- Infravision +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +13% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +3 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Dex +4 Mag +12 Cun offense ------ On-Hit 19 light On-Ranged-Hit 18 light Damage +12% light +3% acid Ignore resists +5% acid +5% fire Accuracy +16 (+5 eff.) On-Hit (Melee): * 20% chance to reduce armor by 27% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +8 Mag +5 Wil +4 Cun offense ------ Spellpower +15 (+8 eff.) Damage +13% nature Ignore resists +10% mind On-Hit (Melee): * 10% chance to slow global speed by 47% defense ------ Resistance +26% nature +12% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.06 cold and 8.80 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 21 light On-Ranged-Hit 15 light Damage +13% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun offense ------ On-Hit 20 physical On-Ranged-Hit 14 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 21 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life +26.00 Disarm Resist +23% Pinning Resist +32% Knockbk Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% nature defense ------ Defense +6 (+2 eff.) Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +7 (+2 eff.) Resistance +5% nature +6% blight Poison Resist +10% Disease Resist +12% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Dex +3 Mag +2 Cun offense ------ Damage +6% arcane +6% cold defense ------ Resistance +18% cold other ------- See Invisibility +9 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 17.0 - 22.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 17 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 51 lightning damage (1/turn) On Critical: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +10 (+5 eff.) Damage +10% lightning Ignore resists +14% lightning Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Arcane Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 2 On Hit: * Create an explosion dealing 51 lightning damage (1/turn) While equipped: offense ------ Damage +12% lightning Ignore resists +13% lightning Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 34.0 - 54.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 blight On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 17 While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +16 (+8 eff.) defense ------ Disease Resist +15% Massive two-handed swords. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +3 Dex Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane/Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 darkness +8 temporal Damage Against +11% Living While equipped: defense ------ Resistance +8% temporal Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 5 mind 5 darkness Damage +4% mind +3% darkness defense ------ Spell save +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 10 physical Damage +9% physical Ignore resists +4% physical defense ------ Resistance +4% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +5 Dex +2 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +4% nature Ignore resists +25% acid defense ------ Resistance +5% blight Disease Resist +14% other ------- Light +3 Infravision +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Spellpower +9 (+5 eff.) Damage +20% darkness +9% mind Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Armor +6 Defense +6 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) other ------- Wards +2 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Mag offense ------ Spell Crit +1% Critical power +19.00% Spellpower +8 (+4 eff.) On-Hit 17 fire Damage +9% temporal +10% physical When Hit 2 temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 17% other ------- Light +1 See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +3% Spellpower +14 (+7 eff.) Damage +20% fire defense ------ Life Regen +0.90 Healmod +14% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+5 eff.) Damage +20% fire defense ------ Defense +7 (+2 eff.) other ------- Mana/turn +0.17 Max mana +30.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.0 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 75.21 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +19 (+10 eff.) Damage +20% lightning other ------- Mana/turn +0.21 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 light Damage Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +18% mind Ignore resists +25% mind When Hit 4 light On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +9 other ------- Light +3 Create a temporary shield that absorbs 206 damage Puts all charms on 25 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +4% Spellpower +4 (+2 eff.) Damage +9% fire When Hit 6 fire defense ------ Resistance +9% acid +10% fire +9% cold Mind save +10 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +3 (+2 eff.) other ------- Mana/turn +0.17 Max mana +21.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag defense ------ Armor +7 other ------- Mana/turn +0.10 Max mana +27.00 Create a temporary shield that absorbs 200 damage Puts all charms on 25 turn cooldown A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane While equipped: Stats +10 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +14 (+7 eff.) Spellpower/crit +4 Damage +14% temporal +8% physical Ignore resists +10% acid +5% temporal +8% physical On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Resistance +9% acid +9% cold +11% all Spell save +19 (+9 eff.) Anomaly Control +10 Silence Resist +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +13% physical +10% fire +13% arcane +11% cold defense ------ Resistance +15% acid +15% physical +11% fire +13% cold +11% all other ------- Max mana +46.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +12 (+6 eff.) Damage +12% arcane +11% all defense ------ Resistance +11% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +16 (+8 eff.) Damage +18% temporal +16% arcane +9% all defense ------ Resistance +13% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +10% acid +7% physical +8% temporal +9% fire +8% arcane +7% cold defense ------ Resistance +12% acid +12% physical +13% fire +12% cold +9% all other ------- Max mana +20.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +14% nature defense ------ Resistance +9% blight +11% all Life +58.00 Life Regen +2.30 Healmod +16% Poison Resist +25% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +8 Con offense ------ Damage +3% cold When Hit 6 physical defense ------ Armor +3 other ------- Stamina/turn +2.00 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.3 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+6 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +8 Dex +6 Cun +2 Con offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 other ------- Light +3 Infravision +2 Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +5 Con offense ------ Ignore resists +5% darkness defense ------ Armor +1 Fatigue +1% Resistance +5% fire +6% nature +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Con offense ------ Ignore resists +10% acid +25% nature When Hit 6 nature defense ------ Armor +3 Fatigue +3% other ------- Stamina when Hit +1.70 EQ when Hit +1.90 A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +3 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +7% acid +5% fire +8% lightning +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +20% acid Mind save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +13 Defense +14 (+4 eff.) Fatigue +12% Resistance +15% blight +15% darkness Mind save +13 (+4 eff.) other ------- Light +1 A suit of armour made of mail. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil offense ------ Damage +9% mind defense ------ Armor +6 Fatigue +8% Resistance +13% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (269) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Mag +1 Cun +1 Con offense ------ Ignore resists +15% mind defense ------ Resistance +6% light Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kuroko the Cornac Rogue level 8
56th Dusk 122nd year of Ascendancy at 08:53 see stats
By Kuroko the Cornac Rogue level 25
50th Regrowth 123rd year of Ascendancy at 15:30 see stats
By Kuroko the Cornac Rogue level 20
19th Regrowth 123rd year of Ascendancy at 04:22 see stats
By Kuroko the Cornac Rogue level 10
73rd Dusk 122nd year of Ascendancy at 02:14 see stats
By Kuroko the Cornac Rogue level 20
17th Regrowth 123rd year of Ascendancy at 16:52 see stats
By Kuroko the Cornac Rogue level 20
19th Regrowth 123rd year of Ascendancy at 10:33 see stats
By Kuroko the Cornac Rogue level 19
16th Regrowth 123rd year of Ascendancy at 19:58 see stats
By Kuroko the Cornac Rogue level 9
64th Dusk 122nd year of Ascendancy at 01:45 see stats
By Kuroko the Cornac Rogue level 9
66th Dusk 122nd year of Ascendancy at 03:02 see stats
By Kuroko the Cornac Rogue level 23
24th Regrowth 123rd year of Ascendancy at 16:09 see stats
By Kuroko the Cornac Rogue level 15
21st Haze 122nd year of Ascendancy at 15:43 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Your shield crumbles under the damage!
The shield around Kuroko crumbles.
Arcane Vortex from Yvyta the storm drake hatchling hits Kuroko for (23 absorbed), 100 arcane (100 total damage).
Resting starts...
Rested for 1 turns (stop reason: taken damage).
Arcane Vortex from Yvyta the storm drake hatchling hits Kuroko for 123 arcane damage.
Kuroko casts Rune: Shatter Afflictions.
Kuroko is free from the arcane vortex.
A shield forms around Kuroko.
Kuroko deactivates Stealth.
The shield around Kuroko crumbles.
Talent Infusion: Movement is ready to use.
Talent Rune: Shielding is ready to use.
Kuroko reacts to damage from Something, mitigating the blow!.
Kuroko is knocked back!
Something hits Kuroko for (82 reacted , -5 stam), 166 physical (166 total damage).
Talent Track is ready to use.
Yvyta the storm drake hatchling casts Pulverizing Auger.
Yvyta the storm drake hatchling's spell attains critical power!
Kuroko reacts to damage from Yvyta the storm drake hatchling, mitigating the blow!.
Yvyta the storm drake hatchling hits Kuroko for (118 reacted , -5 stam), 241 physical (241 total damage).
Kuroko the level 28 cornac rogue was hacked apart to death by Yvyta the storm drake hatchling on level 3 of Dreadfell.