













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Wyrmic |
Level / Exp | 33 / 57% |
Size | medium |
Lifes / Deaths | Killed by Zubassra the corrupted dendritic hemospinner at level 33 on the 10th Pyre 123rd year of Ascendancy at 01:34 / 2Killed by Zubassra the corrupted dendritic hemospinner at level 33 on the 10th Pyre 123rd year of Ascendancy at 02:54 |
Antimagic | Follower |
Primary Stats
Strength | 67 (base 60) |
Dexterity | 17 (base 10) |
Constitution | 20 (base 11) |
Magic | 11 (base 10) |
Willpower | 87 (base 60) |
Cunning | 42 (base 20) |
Resources
Life | -84/1497 |
Equilibrium | 85 |
Healing Factor | 1.6370588855781 |
Regeneration | 42.849493460632 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +21.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 3 |
Offense: Mainhand
Damage | 65 |
Accuracy | 47 |
Crit Chance | 18% |
APR | 40 |
Speed | 0.97 |
Offense: Offhand
Damage | 53 |
Accuracy | 47 |
Crit Chance | 20% |
APR | 13 |
Speed | 0.97 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 27% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +24% |
Blight | +19% |
Physical | +35% |
Cold | +47% |
All | 0% |
Darkness | +19% |
Lightning | +35% |
Mind | +15% |
Fire | +19% |
Nature | +31% |
Offense: Damage Penetration
Cold | +29% |
Lightning | +29% |
Acid | +29% |
Darkness | +29% |
Blight | +29% |
Physical | +29% |
Fire | +29% |
Nature | +29% |
Defense: Base
Armour (hardiness) | 51.255795327849 (100%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 19 |
Physical Save | 48 |
Spell Save | 32 |
Mental Save | 51 |
Defense: Resistances
Acid | + 56%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 64%( 70%) |
All | + 4%( 70%) |
Darkness | + 31%( 70%) |
Physical | + 11%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 36%( 70%) |
Fire | + 20%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 31% |
Confusion Resistance | 10% |
Poison Resistance | 10% |
Blind Resistance | 25% |
Disarm Resistance | 35% |
Bleed Resistance | 20% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 216 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 601% 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 Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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 bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed hummerhorn wing. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of wight ectoplasm. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil offense ------ Mindpower +10 (+3 eff.) Move Speed +10% Damage +15% mind defense ------ Armor +3 Fatigue -6% Resistance +12% mind Life +33.00 other ------- Stamina/turn +0.40 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Cun +1 Wil offense ------ When Hit 2 mind defense ------ Armor +4 Resistance +12% acid Unlife -20.00 life Life +43.00 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +4% defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal Mind save +11 (+3 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 201 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 8 acid 10 cold Damage +5% acid +5% cold defense ------ Armor +2 Fatigue +3% Resistance +14% acid +10% cold Physical save +18 (+6 eff.) Spell save +5 (+2 eff.) Mind save +6 (+2 eff.) Healmod +15% Disarm Resist +25% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Resistance +15% lightning +6% fire +6% nature Life +60.00 Disease Resist +20% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 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 27.60 cold and 25.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +4 Resistance +18% lightning +15% darkness Life Regen +4.00 Disarm Resist +10% Stun Resist +21% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Str +4 Dex +7 Cun offense ------ Mind Crit +5% Critical power +15.00% Mindpower +10 (+3 eff.) Damage +16% lightning +8% cold +8% physical defense ------ Defense +13 (+7 eff.) Resistance +21% mind Mind save +16 (+5 eff.) Pinning Resist +40% other ------- Psi/turn +1.40 Max psi +34.00 Infravision +2 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +9% lightning +6% temporal +5% arcane +6% acid Physical save +9 (+3 eff.) Life +100.00 Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] 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 +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 15/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 50 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex defense ------ Defense +17 (+9 eff.) Resistance +5% arcane +12% cold Crit Resistance 10.00% Physical save +6 (+2 eff.) Life +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Random Unique] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +16 Fatigue +22% Resistance +20% lightning +10% darkness +16% blight +10% cold +11% acid Physical save +12 (+4 eff.) Unlife -60.00 life Poison Resist +10% other ------- Light +2 Breathe water A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+7 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 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 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +16% lightning Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex offense ------ Accuracy +8 (+7 eff.) defense ------ Life +57.00 Life Regen +16.00 Healmod +16% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Weapon Damage 58.5 - 76.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +20 mind While equipped: offense ------ Mind Crit +5% Damage +18% mind +15% physical defense ------ Physical save +9 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Arcane Weapon Damage 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +17 blight On-Hit, radius 1 +20 mind On Hit: 20% Epidemic level 4 On Hit: * 20% chance to reduce all saves and defense by 33 * 34% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Damage +30% light +9% blight Ignore resists +25% blight +10% mind defense ------ Disease Resist +30% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +31 fire While equipped: Stats +7 Str offense ------ Global Speed +6% Damage +9% physical Ignore resists +13% fire Accuracy +16 (+11 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 mind On Hit: * 12% chance to reduce all saves and defense by 33 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Master Weapon Damage 69.0 - 103.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +8 nature On-crit, radius 2 +20 light While equipped: offense ------ Damage +21% light +15% nature Ignore resists +25% light defense ------ Resistance +6% nature Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Nature Weapon Damage 66.0 - 99.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +17 nature On-crit, radius 2 +104 fire While equipped: offense ------ Global Speed +10% Ignore resists +30% fire Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +10 Str +14 Dex +14 Mag +12 Wil +12 Cun +13 Con Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Master Weapon Damage 36.5 - 51.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +11 (+3 eff.) Ignore resists +10% all +8% physical Accuracy +7 (+6 eff.) Ignore Armor +8 defense ------ Disarm Resist +20% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 293.93 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) defense ------ Life +10.00 Life Regen +0.60 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 T5 mindstar 1H weapon [Ego++] Nature/Disrupt Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) On-Hit 14 acid Damage +14% acid Ignore resists +6% acid defense ------ Resistance +13% acid Life Regen +4.00 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 T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 16.5 - 18.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +9.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 61% * 20% chance to reduce armor by 16% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Physical save +7 (+2 eff.) Spell save +8 (+4 eff.) Mind save +6 (+2 eff.) Disease Resist +15% other ------- EQ when Hit +1.20 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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. It was changed by the digestive sack. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 9.5 - 10.5 Mind 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 (+2 eff.) Damage +5% lightning +6% cold +7% physical defense ------ Defense +12 (+6 eff.) Pinning Resist +19% 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. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Projectile Speed +200% On-ranged-hit +20 cold While equipped: Stats +6 Cun offense ------ Combat Speed +10% Ignore resists +15% light defense ------ Resistance +21% fire Crit Resistance 10.00% Spell save +18 (+8 eff.) Life Regen +4.00 Disarm Resist +20% Pinning Resist +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +23 (+16 eff.) Damage +30% lightning +15% physical +15% darkness +9% blight defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Mana/turn +0.40 Max mana +100.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) Ignore resists +20% lightning When Hit 2 mind defense ------ Resistance +5% arcane Physical save +5 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil offense ------ Physical Power +4 (+1 eff.) Against +15% Summoned defense ------ Resist Against +21% Summoned Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +5.0% Critical power +5.00% Accuracy +15 (+10 eff.) Ignore Armor +2 defense ------ Defense +1 (+1 eff.) Life +32.00 other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Wil +2 Con offense ------ Mindpower +10 (+3 eff.) Damage +3% mind defense ------ Defense +1 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.04 Hate-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+1 eff.) Resistance +3% blight Crit Resistance 10.00% Spell save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +7% defense ------ Defense +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master/Psionic While equipped: Stats +4 Wil defense ------ Armor +7 Defense +13 (+7 eff.) Physical save +17 (+6 eff.) Spell save +18 (+8 eff.) Mind save +31 (+10 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +5% blight +7% all Mind save +15 (+5 eff.) Life +40.00 Life Regen +1.50 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Str +4 Dex offense ------ Damage +24% fire Ignore resists +20% blight When Hit 8 blight defense ------ Armor +5 Fatigue -9% Physical save +27 (+9 eff.) other ------- Encumbrance +50 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +3.0% Physical Power +5 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +7% fire +1% physical +6% cold Unlife -20.00 life other ------- Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Move Speed +25% defense ------ Armor +5 Physical save +10 (+3 eff.) Spell save +9 (+4 eff.) Mind save +13 (+4 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Dex +4 Wil +5 Cun defense ------ Armor +4 Fatigue +3% Physical save +7 (+2 eff.) Spell save +8 (+4 eff.) Mind save +10 (+3 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. 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 129% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +1 Cun +2 Con defense ------ Armor +1 Physical save +10 (+3 eff.) Mind save +11 (+3 eff.) A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +9% acid Accuracy +11 (+8 eff.) defense ------ Armor +7 Defense +5 (+3 eff.) Fatigue +1% Resistance +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str +4 Dex +3 Cun defense ------ Armor +3 Physical save +15 (+5 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +3 Str +4 Mag +8 Cun offense ------ Ignore resists +25% temporal defense ------ Armor +5 Fatigue +5% Resistance +12% fire +6% darkness +15% cold other ------- Light +3 See Invisibility +12 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +5 Fatigue +5% Physical save +12 (+4 eff.) Mind save +10 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +6% fire +21% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +9 Con defense ------ Armor +8 Fatigue +5% other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Damage +24% light +9% temporal +9% darkness +8% physical defense ------ Defense +3 (+2 eff.) Resistance +22% light A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +8 Wil +7 Cun offense ------ Damage +9% mind defense ------ Armor +18 Defense +5 (+3 eff.) Fatigue +3% Crit Resistance 10.00% Physical save +10 (+3 eff.) Mind save +25 (+8 eff.) Life +57.00 Life Regen +10.00 Healmod +17% other ------- Infravision +3 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Nature While equipped: defense ------ Armor +13 Defense +5 (+3 eff.) Fatigue +12% Resistance +8% acid +8% cold Life Regen +3.20 other ------- Stamina/turn +2.50 Breathe water A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: Stats +6 Wil defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +19% lightning +9% light +15% blight +3% cold +27% darkness Life +25.00 Life Regen +4.00 Healmod +15% other ------- Light +1 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +3 Mag +10 Wil offense ------ Spellpower +15 (+12 eff.) Ignore resists +25% blight +25% temporal defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +9% blight +30% cold other ------- Max vim +50.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: Stats +6 Str defense ------ Armor +8 Defense +20 (+10 eff.) Fatigue +8% Resistance +20% darkness +10% physical Life Regen +5.00 other ------- Stamina/turn +2.30 Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor [Rare] Master While equipped: Stats +7 Mag offense ------ Damage +6% fire Ignore resists +25% nature +15% temporal When Hit 8 nature defense ------ Armor +16 Fatigue +22% Resistance +30% lightning Crit Resistance 15.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+8 eff.) Ranged Defense +15 (+8 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T4 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 53.5 - 64.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-hit +17 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Str offense ------ Physical Crit +13.0% Physical Power +9 (+3 eff.) When Hit 9 fire defense ------ Armor +8 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block 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 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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: offense ------ Damage +12% arcane When Hit 4 nature defense ------ Resistance +3% acid +3% light Life +41.00 Healmod +10% 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] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Ego++] Arcane/Master Weapon Damage 62.5 - 75.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 21 On Hit: 20% Curse of Defenselessness level 5 On Critical: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 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 Earthwyrm Jym the Higher Wyrmic level 25
59th Haze 122nd year of Ascendancy at 16:50 see stats
By Earthwyrm Jym the Higher Wyrmic level 13
10th Dusk 122nd year of Ascendancy at 01:59 see stats
By Earthwyrm Jym the Higher Wyrmic level 27
53rd Regrowth 123rd year of Ascendancy at 10:18 see stats
By Earthwyrm Jym the Higher Wyrmic level 24
50th Haze 122nd year of Ascendancy at 11:27 see stats
By Earthwyrm Jym the Higher Wyrmic level 29
57th Regrowth 123rd year of Ascendancy at 21:39 see stats
By Earthwyrm Jym the Higher Wyrmic level 10
1st Summertide 122nd year of Ascendancy at 03:44 see stats
By Earthwyrm Jym the Higher Wyrmic level 20
30th Haze 122nd year of Ascendancy at 21:24 see stats
By Earthwyrm Jym the Higher Wyrmic level 30
66th Regrowth 123rd year of Ascendancy at 09:06 see stats
By Earthwyrm Jym the Higher Wyrmic level 25
5th Allure 123rd year of Ascendancy at 08:13 see stats
By Earthwyrm Jym the Higher Wyrmic level 22
39th Haze 122nd year of Ascendancy at 20:16 see stats
By Earthwyrm Jym the Higher Wyrmic level 7
1st Mirth 122nd year of Ascendancy at 06:42 see stats
By Earthwyrm Jym the Higher Wyrmic level 30
69th Regrowth 123rd year of Ascendancy at 18:12 see stats
By Earthwyrm Jym the Higher Wyrmic level 13
2nd Dusk 122nd year of Ascendancy at 02:48 see stats
By Earthwyrm Jym the Higher Wyrmic level 25
37th Regrowth 123rd year of Ascendancy at 13:16 see stats
By Earthwyrm Jym the Higher Wyrmic level 21
38th Haze 122nd year of Ascendancy at 21:41 see stats
By Earthwyrm Jym the Higher Wyrmic level 15
5th Haze 122nd year of Ascendancy at 02:27 see stats
By Earthwyrm Jym the Higher Wyrmic level 33
10th Pyre 123rd year of Ascendancy at 01:34 see stats
Log
Earthwyrm Jym uses Waters of Life.
Earthwyrm Jym gains 2% of a turn from Ancestral Life.
Earthwyrm Jym receives 47 healing.
Earthwyrm Jym uses Nature's Touch.
Earthwyrm Jym gains 22% of a turn from Ancestral Life.
Earthwyrm Jym receives 568 healing.
Earthwyrm Jym is not stunned anymore.
Something hits Earthwyrm Jym for 219 mind damage.
Earthwyrm Jym receives 3 healing from Poison from Bloated ooze.
Grappled from Zubassra the corrupted dendritic hemospinner hits Earthwyrm Jym for 111 physical damage.
Burning from Zubassra the corrupted dendritic hemospinner hits Earthwyrm Jym for 31 fire damage.
Grappling hits Earthwyrm Jym for 13 physical damage.
Earthwyrm Jym gains 0% of a turn from Ancestral Life.
Earthwyrm Jym wanders around!
Zubassra the corrupted dendritic hemospinner's Beyond the Flesh hits Earthwyrm Jym for 108 physical, 23 mind, 12 darkness, 13 physical, 31 physical (186 total damage).
Grappling hits Earthwyrm Jym for 4 physical damage.
Something hits Earthwyrm Jym for 0 nature damage.
Earthwyrm Jym uses Infusion: Regeneration.
Earthwyrm Jym starts regenerating health quickly.
Earthwyrm Jym's aura of power vanishes.
Earthwyrm Jym stops burning.
Earthwyrm Jym receives 5 healing from Poison from Bloated ooze.
Grappled from Zubassra the corrupted dendritic hemospinner hits Earthwyrm Jym for 111 physical damage.
Earthwyrm Jym gains 0% of a turn from Ancestral Life.
Earthwyrm Jym is recovering from the damage!
Something hits Earthwyrm Jym for 251 physical, 26 mind, 13 darkness, 14 physical, 10 physical, 35 physical, 258 physical, 26 mind, 13 darkness, 14 physical, 205 physical, 10 physical, 35 physical (910 total damage).
Zubassra the corrupted dendritic hemospinner's Beyond the Flesh hits Earthwyrm Jym for 101 physical, 13 mind (113 total damage).
Grappling hits Earthwyrm Jym for 4 physical damage.
Earthwyrm Jym the level 33 higher wyrmic was mindraped to death by Zubassra the corrupted dendritic hemospinner on level 1 of The Godfeaster.