












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 1953% |
Size | big |
Lifes / Deaths | Killed by fire wyrm at level 50 on the 5th Shortage 123rd year of Ascendancy at 03:55 6 / 1 |
Primary Stats
Strength | 142 (base 62) |
Dexterity | 101 (base 60) |
Constitution | 54 (base 36) |
Magic | 51 (base 8) |
Willpower | 53 (base 12) |
Cunning | 95 (base 62) |
Resources
Life | 1947/1947 |
Stamina | 320/320 |
Healing Factor | 1.2997803169826 |
Regeneration | 0.32494507924563 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 43.973116976327 |
See Invisible | 43.973116976327 |
Offense: Mainhand
Damage | 274 |
Accuracy | 84 |
Crit Chance | 110% |
APR | 35 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Blight | +21% |
Arcane | +59% |
Cold | +39% |
All | +15% |
Darkness | +34% |
Light | +30% |
Temporal | +61% |
Physical | +59% |
Mind | +27% |
Nature | +30% |
Offense: Damage Penetration
Physical | +36% |
Temporal | +38% |
Blight | +55% |
Arcane | +53% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 30 (57.155997060385%) |
Defense | 107 |
Ranged Defense | 107 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 47 |
Mental Save | 65 |
Defense: Resistances
Darkness | + 58%( 70%) |
Physical | + 40%( 70%) |
Mind | + 45%( 70%) |
Blight | + 43%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 39%( 70%) |
All | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Pinning Resistance | 0% |
Silence Resistance | 89% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 619% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 159 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 8 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 9 times. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
talent | Precise Strikes |
talent | Chant of Fortitude |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Silarin the white wolf. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Xanarin the luminous horror. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved mental save by +12. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Wrathroot. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 2434. | active |
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 named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Marus of Elvala in creating an elixir of mastery. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats Cun +3, Wil +2 offense ------ Damage +3% mind Ignore resists +15% arcane, +10% blight When Hit 2 mind defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue -9% Resistance +6% blight, +5% arcane Physical save +13 (+4 eff.) Silence Resist +46% Confus Resist +40% Stun Resist +47% other ------- Encumbrance +39 Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Fire Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats Str +10, Wil +5, Con +5 offense ------ Damage +24% cold defense ------ Defense +10 (+2 eff.) Physical save +15 (+4 eff.) Spell save +16 (+5 eff.) Mind save +16 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats Str +11, Dex +13 offense ------ Critical power +20.20% Damage +15% light defense ------ Armor +5 Defense +30 (+5 eff.) Fatigue +5% Resistance +25% darkness other ------- Infravision +4 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +7.0% Critical power +20.00% Spellpower +15 (+4 eff.) Damage +6% blight Ignore resists +20% blight Accuracy +20 (+4 eff.) defense ------ Resistance +3% physical Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 382 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 30 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats Cun +10 offense ------ Critical power +15.00% Physical Power +18 (+3 eff.) Spellpower +8 (+2 eff.) Mindpower +20 (+7 eff.) Damage +8% all Accuracy +17 (+4 eff.) Ignore Armor +17 defense ------ Defense +35 (+6 eff.) Resistance +3% blight, +1% physical +6% mind, +3% cold Physical save +6 (+2 eff.) other ------- Max stamina +10.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +8 (+1 eff.) Damage +12% arcane, +9% mind Ignore resists +5% mind When Hit 4 mind, 2 arcane defense ------ Armor +14 Defense +17 (+3 eff.) Resistance +5% arcane, +6% mind Spell save +15 (+5 eff.) Stealth +13 other ------- Size +1 Create a temporary shield that absorbs 314 damage Puts all charms on 18 turn cooldown A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 182% Range: 1.0x-1.6x Uses 10% Mag, 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats Str +10, Mag +8, Con +5 other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +6, Mag +6 offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats Mag +15, Wil +11 offense ------ Spell Crit +5% Spellpower +27 (+7 eff.) Spellpower/crit +5 Damage +27% physical, +43% temporal +3% nature, +20% arcane Ignore resists +11% physical, +13% temporal On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +15% all Anomaly Control +14 Silence Resist +43% other ------- Max mana +78.00 Max hate +10.00 Max psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats Dex +3, Mag +5, Wil +6, Cun +3 offense ------ Spell Crit +13% Critical power +20.00% Spellpower +10 (+3 eff.) Damage +3% temporal, +12% nature +12% arcane Ignore resists +13% arcane When Hit 8 nature On-Hit (Melee): * 21% chance to slow global speed by 59% * 21% chance to reduce armor by 37% defense ------ Defense +3 (+1 eff.) other ------- Max mana +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +18, Dex +11, Wil +9 offense ------ Critical power +15.00% Physical Power +8 (+1 eff.) Combat Speed +10% Damage +9% darkness, +7% physical defense ------ Resistance +9% darkness Crit Resistance 10.00% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 254 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 237 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -748 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 748 life, 6 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 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 -933 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 933 life, 7 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 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 -925 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 925 life, 7 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 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 -614 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 614 life, 7 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -327 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 327 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution 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: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -885 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 885 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 961% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 476 life over 5 turns. Its effects scale with your Dexterity 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: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Strength 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 567 life over 5 turns. Its effects scale with your Strength 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: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Strength 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: 14 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 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 355 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 30% all resistance, you move 61% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 68 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 71 up to 7 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 5 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Constitution 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Dex +2 offense ------ Physical Power +20 (+4 eff.) When Hit 4 physical defense ------ Armor +4 Resistance +11% temporal Unlife -80.00 life Pinning Resist +23% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 265 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 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 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Con +5 offense ------ Damage +6% arcane Ignore resists +5% arcane When Hit 2 arcane defense ------ Resistance +3% lightning, +14% physical +3% light Physical save +20 (+6 eff.) Life +179.00 Life Regen +11.00 Healmod +5% Confus Resist +20% other ------- Stamina/turn +1.20 Masteries +0.35 Technique/Combat veteran +0.35 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Cun +3 offense ------ On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +17% mind, +6% light Physical save +12 (+4 eff.) Spell save +15 (+5 eff.) Mind save +12 (+3 eff.) Confus Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Str +2, Dex +6, Wil +2, Con +2 defense ------ Resistance +6% darkness Physical save +14 (+4 eff.) Spell save +14 (+4 eff.) Mind save +14 (+3 eff.) other ------- Infravision +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +20% lightning, +25% fire defense ------ Resistance +12% fire, +12% cold Healmod +12% Cut Resist +50% Heal: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +7 offense ------ Physical Power +9 (+2 eff.) Combat Speed +10% Damage +9% acid, +9% physical +12% darkness Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +6 Defense +11 (+2 eff.) Max Resistance +4% all Physical save +26 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Dex +3, Cun +6, Con +4 offense ------ Move Speed +10% Damage +6% acid Ignore resists +20% acid On-Hit (Melee): * 10% chance to reduce armor by 37% defense ------ Fatigue -6% Resistance +7% physical Life Regen +2.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Resistance +12% temporal Pinning Resist +25% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% physical Blind Resist +11% other ------- Stamina/turn +0.20 Infravision +2 Sight +2 See Invisibility +6 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Wil +2, Con +3 offense ------ Mind Crit +3% Damage +9% darkness When Hit 4 blight On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Cun +3 offense ------ Physical Power +6 (+1 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) Damage +10% arcane defense ------ Resistance +10% arcane, +6% nature Life +22.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +23% other ------- See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Cun +8, Wil +5 offense ------ On-Hit 26 physical On-Ranged-Hit 35 physical Damage +18% arcane When Hit 6 darkness On-Hit (Melee): * 18% chance to reduce all saves and defense by 31 * 20% chance to reduce damage dealt by 25% On-Hit (Ranged): * 18% chance to reduce all saves and defense by 31 defense ------ Resistance +5% arcane Mind save +10 (+2 eff.) Silence Resist +40% other ------- Mana/turn +0.21 Hate-on-crit +2.00 Max hate +12.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 4.0 Power cost 12 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 [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats Cun +6, Wil +10 offense ------ Mindpower +7 (+3 eff.) Move Speed +14% Accuracy +8 (+2 eff.) Ignore Armor +2 defense ------ Defense +23 (+4 eff.) Resistance +6% light Mind save +10 (+2 eff.) other ------- Stamina/turn +3.00 Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 5.2 Power cost 24 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats Mag +6, Wil +6 offense ------ Spellpower +8 (+2 eff.) Damage +6% nature Ignore resists +25% darkness, +25% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+12 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane While equipped: offense ------ Damage +6% blight, +9% fire +17% darkness, +18% arcane Ignore resists +15% blight When Hit 4 blight defense ------ Resistance +24% acid, +34% darkness +26% lightning, +29% fire +18% arcane, +30% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats Dex +4 offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +10 Ignore resists +15% arcane, +25% physical defense ------ Defense +25 (+5 eff.) Blind Resist +29% other ------- Infravision +4 See Stealth +9 See Invisibility +11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% temporal Ignore resists +10% acid When Hit 4 temporal On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +21% acid, +9% temporal Life Regen +5.00 Stun Resist +37% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats Cun +12, Wil +11 offense ------ Mindpower +15 (+5 eff.) Damage +13% acid defense ------ Armor +4 Defense +10 (+2 eff.) Resistance +26% acid, +3% fire +9% temporal Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Con +2 defense ------ Defense +15 (+3 eff.) Resistance +9% acid, +9% fire, +3% mind Crit Resistance 15.00% Spell save +11 (+3 eff.) Life +40.00 Stun Resist +20% other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 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. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats Lck +10 defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +9, Mag +14, Cun +12 offense ------ Spellpower +13 (+4 eff.) Spellpower/crit +4 Ignore resists +10% arcane Accuracy +9 (+2 eff.) defense ------ Resistance +6% lightning Spell save +6 (+2 eff.) Silence Resist +44% other ------- Mana/turn +0.35 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats Cun +3, Wil +2 offense ------ On-Hit 21 physical On-Ranged-Hit 18 physical Damage +6% arcane When Hit 2 fire On-Hit (Melee): * 14% chance to reduce all saves and defense by 31 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 31 defense ------ Fatigue -7% Life +65.00 Life Regen +8.00 Healmod +13% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +31 Mana/turn +0.04 Hate-on-crit +2.00 Max hate +11.00 Max vim +10.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats Str +8, Dex +10, Wil +4 Cun +8, Con +14 offense ------ Physical Power +9 (+2 eff.) Accuracy +11 (+2 eff.) defense ------ Physical save +15 (+4 eff.) Spell save +18 (+6 eff.) Mind save +14 (+3 eff.) other ------- See Invisibility +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Mag +2, Cun +4, Con +4 offense ------ Critical power +20.00% Accuracy +20 (+4 eff.) When Hit 4 physical defense ------ Defense +8 (+2 eff.) Resistance +2% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +9 (+3 eff.) Spell save +8 (+2 eff.) Mind save +6 (+1 eff.) Life +46.00 Life Regen +10.00 Healmod +13% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats Cun +6, Dex +6 offense ------ Accuracy +17 (+4 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 3.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 250.60 fire damage, and flames will be left dealing a further 58.60 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Master Weapon Damage 183% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +16 darkness, +4 blight On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Damage +6% darkness, +12% blight Ignore resists +10% blight, +13% all Accuracy +26 (+5 eff.) Ignore Armor +16 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 191% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +126 fire While equipped: offense ------ Global Speed +15% Ignore resists +35% fire Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 150% Range: 1.0x-1.3x Uses 35% Dex, 30% Cun, 35% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats Cun +8, Dex +4 offense ------ Damage +30% nature, +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. This item has been sent to the Item's Vault. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 178% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +16 acid, +20 cold +4 lightning, +13 temporal While equipped: offense ------ Physical Crit +21.0% Critical power +45.00% Damage +9% acid Ignore Armor +20 On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +3% acid, +27% temporal Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Nature Weapon Damage 179% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +18 blight +27 item blight disease +12 arcane On-crit, radius 2 +16 blight On Hit: * 27% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats Str +12, Dex +9, Mag +13 Wil +29, Cun +7, Con +30 offense ------ Damage +6% blight Ignore resists +5% blight When Hit 4 arcane defense ------ Life +138.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Nature Weapon Damage 181% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +19, Wil +21 defense ------ Life +121.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats Str +10, Dex +5, Con +15 other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 176% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +17.0% Attack Speed 100% On-Hit, radius 1 +27 blight, +28 fire +24 arcane On-crit, radius 2 +16 physical While equipped: offense ------ Physical Power +20 (+4 eff.) Accuracy +35 (+7 eff.) When Hit 8 blight defense ------ Defense +40 (+7 eff.) Resistance +12% light Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane Weapon Damage 175% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +28 light Damage Against +40% Undead On Hit: * Create an explosion dealing 96 fire damage (1/turn) While equipped: offense ------ Damage +24% fire Ignore resists +40% fire Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: Stats Con +11 other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 12 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 light Damage Against +26% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 5 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +27 temporal, +16 arcane +27 item temporal energize On-Hit, radius 1 +27 acid On Hit: * 27% chance to gain 10% of a turn (3/turn limit) While equipped: Stats Wil +8 offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +24% acid, +9% arcane +18% mind Ignore resists +20% mind, +30% temporal On-Hit (Melee): * 27% chance to reduce armor by 37% defense ------ Resistance +21% acid Spell save +10 (+3 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. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +18 acid While equipped: offense ------ Damage +22% acid Ignore resists +24% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+12 eff.) Damage +60% lightning, +60% fire +60% arcane, +60% cold Ignore resists +30% lightning, +30% fire +30% arcane, +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 120 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +33% Critical power +19.00% Spellpower +15 (+4 eff.) Damage +30% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +90 fire While equipped: offense ------ Global Speed +10% Ignore resists +19% fire One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 323 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +15 (+3 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats Cun +5, Dex +5 offense ------ Physical Crit +8.0% Mind Crit +8% Spellpower +30 (+8 eff.) Damage +6% blight defense ------ Resistance +4% physical, +5% arcane +12% nature other ------- Mana-on-crit +1.00 A belt that goes around your waist. |
![]() 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 T3 belt armor [Unique] Arcane While equipped: Stats Cun +2, Wil +5 defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 227, based on Magic) for 10 turns. Uses 12 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Damage +25% physical, +12% mind +9% darkness Ignore resists +20% physical On-Hit (Melee): * 21% chance to reduce damage dealt by 25% defense ------ Resistance +9% lightning, +21% fire +5% arcane Spell save +12 (+4 eff.) Mind save +9 (+2 eff.) other ------- EQ when Hit +0.12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Dex +1, Mag +1, Wil +2, Con +5 offense ------ Physical Power +3 (+0 eff.) Mindpower +5 (+2 eff.) defense ------ Crit Resistance 10.00% Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Mind Crit +3% defense ------ Armor +4 Defense +16 (+3 eff.) Resistance +21% fire Stealth +10 Life +80.00 Healmod +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +50.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats Dex +4, Cun +5, Lck +7 defense ------ Defense +10 (+2 eff.) Stealth +14 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Wil +2 offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +10 (+2 eff.) Physical save +3 (+1 eff.) Stealth +5 Unlife -40.00 life A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Dex +1, Cun +1, Con +2 offense ------ Physical Crit +2.0% defense ------ Defense +1 (+1 eff.) Mind save +6 (+1 eff.) Unlife -40.00 life 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 [Unique] Arcane While equipped: Stats Mag +12 offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+2 eff.) Resistance +25% cold, -15% fire, +8% all Release a radius 4 chilling blast, instantly dealing 316.92 cold damage and condensing the air into freezing vapors that deal 105.64 cold damage (based on Magic) each turn for 10 turns. Uses 18 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats Str +3, Wil +10, Con +7 offense ------ Critical power +15.00% Mindpower +15 (+5 eff.) Ignore resists +15% physical defense ------ Armor +8 Defense +2 (+1 eff.) Mind save +11 (+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 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +6% cold Ignore resists +10% cold defense ------ Armor +10 Defense +2 (+1 eff.) Resistance +24% cold, +32% darkness +13% temporal Physical save +8 (+3 eff.) Mind save +10 (+2 eff.) Unlife -50.00 life Out-of-Phase Defense +14 Out-of-Phase Resistance +12% Out-of-Phase Resilience +22% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown 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 T3 cloak armor [Rare] Arcane While equipped: Stats Wil +10 offense ------ Damage +9% physical Accuracy +30 (+6 eff.) defense ------ Defense +17 (+3 eff.) Spell save +9 (+3 eff.) Mind save +11 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.16 Vim-on-crit +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] Arcane While equipped: Stats Str +1 offense ------ Damage +6% arcane defense ------ Defense +16 (+3 eff.) Resistance +3% physical Spell save +6 (+2 eff.) Mind save +5 (+1 eff.) 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +18% acid, +6% light Physical save +6 (+2 eff.) Confus Resist +20% Stun Resist +20% Teleport Resist +20% 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 [Ego] Nature/Master While equipped: Stats Cun +1, Dex +1 defense ------ Defense +1 (+1 eff.) Life +33.00 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 T3 cloak armor [Ego++] Nature While equipped: defense ------ Defense +2 (+1 eff.) Resistance +10% nature, +10% blight Physical save +7 (+2 eff.) Mind save +7 (+1 eff.) Unlife -50.00 life Life Regen +4.00 Healmod +14% 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/Nature While equipped: defense ------ Defense +3 (+1 eff.) Resistance +18% nature, +20% blight Spell save +15 (+5 eff.) Mind save +14 (+3 eff.) Life Regen +10.00 Healmod +20% 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 T3 cloak armor [Ego++] Arcane While equipped: Stats Mag +2, Wil +2 defense ------ Defense +2 (+1 eff.) Resistance +10% darkness, +15% temporal Spell save +7 (+2 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +16% other ------- Max mana +54.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown 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 cloth armor [Random Unique] Nature/Psionic While equipped: Stats Cun +6 offense ------ Critical power +15.00% Damage +30% cold defense ------ Armor +6 Resistance +9% acid, +19% darkness +3% nature, +45% cold +19% mind, +15% all Crit Resistance 15.00% Physical save +14 (+4 eff.) Spell save +29 (+9 eff.) Mind save +29 (+7 eff.) other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Damage +6% light, +23% cold +19% mind, +27% nature When Hit 2 light defense ------ Resistance +3% fire, +19% mind +6% blight, +34% cold +43% nature, +15% all other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all, +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +15 offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 9 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spell Crit +10% Spellpower +45 (+12 eff.) Damage +6% temporal, +30% nature +17% all Ignore resists +5% acid, +10% cold When Hit 4 cold On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +3% temporal, +3% cold +45% nature, +15% all other ------- Mana/turn +0.20 Max mana +66.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +25% acid, +25% physical +16% fire, +25% cold defense ------ Resistance +19% acid, +20% physical +20% fire, +20% cold +15% all other ------- Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats Cun +5 offense ------ Critical power +14.00% Spellpower +15 (+4 eff.) Damage +8% all defense ------ Resistance +15% all other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats Cun +8, Mag +8 offense ------ Spellpower +15 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 166 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 15 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Mag +2, Wil +3, Cun +1, Con +7 offense ------ Mindpower +4 (+2 eff.) Damage +12% light Ignore resists +6% physical defense ------ Armor +1 Crit Resistance 5.00% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Master/Psionic While equipped: Stats Con +6, Wil +6 offense ------ Physical Crit +6.0% Physical Power +6 (+1 eff.) Mindpower +9 (+3 eff.) Ignore resists +10% physical Ignore Armor +12 defense ------ Armor +5 Fatigue +4% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 38 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats Cun +6, Wil +6 offense ------ Ignore resists +20% darkness, +12% temporal defense ------ Armor +5 Fatigue +4% Resistance +26% darkness, +30% temporal Physical save +10 (+3 eff.) Spell save +15 (+5 eff.) Mind save +14 (+3 eff.) Out-of-Phase Defense +30 Out-of-Phase Resistance +20% Out-of-Phase Resilience +30% 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 [Random Unique] Arcane/Nature/Master While equipped: Stats Dex +10 offense ------ Spellpower +10 (+3 eff.) Damage +9% temporal Ignore resists +20% temporal When Hit 4 temporal defense ------ Armor +5 Defense +16 (+3 eff.) Resistance +6% temporal Life Regen +11.00 Healmod +18% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore resists +9% physical defense ------ Armor +3 Defense +18 (+3 eff.) Resistance +8% lightning, +8% temporal +6% fire, +3% acid Unlife -40.00 life Silence Resist +10% Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +19% darkness, +20% temporal defense ------ Armor +5 Fatigue +4% Resistance +29% darkness, +22% temporal Silence Resist +49% Confus Resist +50% Stun Resist +50% Out-of-Phase Defense +28 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 59% defense ------ Armor +1 Fatigue +1% Resistance +12% lightning, +3% temporal +6% blight, +3% cold +3% nature Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +11.00 Unarmed combat: Weapon Damage 104% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats Str +3, Wil +3, Cun +3 offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 4.0 Power cost 10 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats Str +6, Mag +6 offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 10% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 4.0 Power cost 18 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 83.96 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats Wil +5 offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire, +10% darkness +10% nature Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 15 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 372.53 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats Mag +3 offense ------ Damage +5% arcane defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On-crit, radius 2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats Str +2, Con +10 defense ------ Armor +9 Hardiness +6% Resistance +5% arcane, +8% physical Physical save +18 (+5 eff.) Spell save +3 (+1 eff.) Silence Resist +20% Stun Resist +20% Teleport Resist +20% Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 5% Stone Touch level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats Str +3 offense ------ Physical Crit +4.0% On-Hit 8 light, 10 fire Damage +6% light, +6% fire Ignore Armor +3 defense ------ Armor +6 Defense +15 (+3 eff.) Resistance +7% light, +7% fire Mind save +10 (+2 eff.) Life +64.00 other ------- Hate-on-crit +2.00 Unarmed combat: Weapon Damage 123% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +9 fire On Hit: 10% Battle Shout level 3 On Hit: 20% Searing Light level 3 On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +7.0% Spell Crit +10% Mind Crit +8% Critical power +12.00% Accuracy +7 (+2 eff.) defense ------ Armor +3 Physical save +5 (+2 eff.) Mind save +7 (+1 eff.) Disarm Resist +40% Unarmed combat: Weapon Damage 135% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On Hit: 10% Perfect Control level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats Con +3, Wil +10 offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 36 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats Cun +6, Wil +8 offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+3 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats Str +3, Dex +4, Wil +2 offense ------ Mindpower +5 (+2 eff.) Ignore resists +20% mind defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +4% Resistance +3% lightning, +3% light +4% all Physical save +6 (+2 eff.) Mind save +14 (+3 eff.) other ------- Hate-on-crit +3.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+6 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 18 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: defense ------ Armor +5 Fatigue +5% Resistance +15% acid, +13% fire +15% lightning, +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats Str +7, Dex +5, Con +3 offense ------ Physical Power +5 (+1 eff.) Damage +3% arcane Ignore resists +10% arcane defense ------ Armor +3 Fatigue +3% Resistance +5% arcane, +12% darkness +9% nature other ------- Infravision +4 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane/Psionic While equipped: Stats Cun +7, Wil +7 offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Defense +3 (+1 eff.) other ------- Mana/turn +0.40 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats Str +9, Dex +9 defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 973.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats Cun +5 offense ------ Damage +15% nature Ignore resists +10% nature When Hit 8 nature On-Hit (Melee): * 21% chance to reduce damage dealt by 25% defense ------ Armor +16 Defense +34 (+6 eff.) Fatigue +8% Resistance +30% acid Mind save +17 (+4 eff.) Life +59.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: Stats Wil +2 offense ------ Mindpower +20 (+7 eff.) Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +9 Defense +9 (+2 eff.) Fatigue +8% Resistance +25% acid, +7% cold +3% lightning other ------- Max hate +2.00 Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats Wil +5, Con +4 defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 Encumbrance T5 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +30% lightning, +20% light +17% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +30% lightning, +20% light +20% darkness A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Master While equipped: defense ------ Armor +26 Fatigue +22% Resistance +11% acid, +12% physical +13% cold, +13% lightning +13% fire A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 [Rare] Master While equipped: Stats Str +10, Con +5 offense ------ Mind Crit +2% defense ------ Fatigue -8% other ------- Max psi +20.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +2 defense ------ Defense +10 (+2 eff.) Fatigue -5% Resistance +9% nature, +9% fire Spell save +3 (+1 eff.) Disarm Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Master While equipped: Stats Str +3 defense ------ Armor +5 Defense +8 (+2 eff.) Resistance +10% physical 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Con +9 offense ------ Damage +6% fire defense ------ Resistance +6% blight, +9% lightning Life Regen +3.00 other ------- Light +3 Infravision +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. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +15% arcane, +6% temporal When Hit 6 arcane, 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats Str +1 offense ------ When Hit 10 fire defense ------ Defense +25 (+5 eff.) Resistance +3% nature, +5% fire Physical save +6 (+2 eff.) 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 T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 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. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +11% darkness Ignore resists +9% all Ignore Armor +14 defense ------ Resistance +12% light Affinity +5% darkness other ------- Light +6 Infravision +4 Moonlight Ray: Puts all charms on 5 turn cooldown Effective talent level: 4.0 Power cost 5 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 211.04 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire 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 Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 12 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 462.30 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 101% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 525.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats Dex +2 offense ------ Critical power +15.00% defense ------ Armor +4 Resistance +3% lightning Unlife -40.00 life other ------- Stamina/turn +1.00 Blast the opponent's mind dealing 476 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 36% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 7 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% temporal Ignore resists +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 9 turn cooldown 100% to heal for 58. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats Mag +2 defense ------ Defense +10 (+2 eff.) Resistance +3% light Life Regen +4.00 Healmod +10% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +6 Sting an enemy dealing 252 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase all damage by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +5% arcane, +3% cold Healmod +5% Silence Resist +20% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 9 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 315 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats Dex +2, Con +4 offense ------ Ignore resists +10% mind When Hit 2 physical defense ------ Unlife -20.00 life Sting an enemy dealing 385 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to reduce fatigue by 37% for 2 turns. 100% to heal for 32. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +15% physical Accuracy +10 (+2 eff.) defense ------ Resistance +9% light, +3% physical Unlife -40.00 life Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to reduce fatigue by 33% for 2 turns. 100% to heal for 34. 100% to increase all damage penetration by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 680 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5, Lck +10 Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Dirk the Dwarf Berserker level 39
43rd Steel 123rd year of Ascendancy at 16:58 see stats
By Dirk the Dwarf Berserker level 39
41st Steel 123rd year of Ascendancy at 23:42 see stats
By Dirk the Dwarf Berserker level 44
30th Gold 123rd year of Ascendancy at 20:06 see stats
By Dirk the Dwarf Berserker level 48
39th Profit 123rd year of Ascendancy at 15:54 see stats
By Dirk the Dwarf Berserker level 43
25th Gold 123rd year of Ascendancy at 10:51 see stats
By Dirk the Dwarf Berserker level 12
13rd Profit 122nd year of Ascendancy at 20:38 see stats
By Dirk the Dwarf Berserker level 42
7th Gold 123rd year of Ascendancy at 00:42 see stats
By Dirk the Dwarf Berserker level 32
21st Iron 123rd year of Ascendancy at 06:55 see stats
By Dirk the Dwarf Berserker level 50
5th Shortage 123rd year of Ascendancy at 07:31 see stats
By Dirk the Dwarf Berserker level 22
18th Dearth 122nd year of Ascendancy at 04:25 see stats
By Dirk the Dwarf Berserker level 33
2nd Steel 123rd year of Ascendancy at 00:22 see stats
By Dirk the Dwarf Berserker level 29
8th Loss 122nd year of Ascendancy at 07:03 see stats
By Dirk the Dwarf Berserker level 50
6th Loss 123rd year of Ascendancy at 20:45 see stats
By Dirk the Dwarf Berserker level 31
25th Loss 122nd year of Ascendancy at 02:13 see stats
By Dirk the Dwarf Berserker level 10
8th Profit 122nd year of Ascendancy at 12:36 see stats
By Dirk the Dwarf Berserker level 20
15th Wealth 122nd year of Ascendancy at 10:27 see stats
By Dirk the Dwarf Berserker level 30
9th Loss 122nd year of Ascendancy at 16:51 see stats
By Dirk the Dwarf Berserker level 40
1st Gold 123rd year of Ascendancy at 13:02 see stats
By Dirk the Dwarf Berserker level 50
7th Wealth 123rd year of Ascendancy at 07:38 see stats
By Dirk the Dwarf Berserker level 50
4th Loss 123rd year of Ascendancy at 06:22 see stats
By Dirk the Dwarf Berserker level 31
17th Shortage 122nd year of Ascendancy at 08:27 see stats
By Dirk the Dwarf Berserker level 50
13rd Wealth 123rd year of Ascendancy at 01:03 see stats
By Dirk the Dwarf Berserker level 41
4th Gold 123rd year of Ascendancy at 02:48 see stats
By Dirk the Dwarf Berserker level 42
14th Gold 123rd year of Ascendancy at 06:12 see stats
By Dirk the Dwarf Berserker level 22
20th Dearth 122nd year of Ascendancy at 09:07 see stats
By Dirk the Dwarf Berserker level 42
21st Gold 123rd year of Ascendancy at 10:37 see stats
By Dirk the Dwarf Berserker level 6
18th Voratun 122nd year of Ascendancy at 20:22 see stats
By Dirk the Dwarf Berserker level 50
5th Shortage 123rd year of Ascendancy at 07:30 see stats
By Dirk the Dwarf Berserker level 50
3rd Shortage 123rd year of Ascendancy at 10:26 see stats
By Dirk the Dwarf Berserker level 9
2nd Acquisition 122nd year of Ascendancy at 16:18 see stats
By Dirk the Dwarf Berserker level 34
13rd Steel 123rd year of Ascendancy at 08:32 see stats
By Dirk the Dwarf Berserker level 50
5th Shortage 123rd year of Ascendancy at 07:31 see stats
By Dirk the Dwarf Berserker level 50
20th Wealth 123rd year of Ascendancy at 05:44 see stats
By Dirk the Dwarf Berserker level 15
35th Profit 122nd year of Ascendancy at 17:38 see stats
By Dirk the Dwarf Berserker level 46
33rd Stralite 123rd year of Ascendancy at 22:07 see stats
By Dirk the Dwarf Berserker level 22
21st Dearth 122nd year of Ascendancy at 08:13 see stats
By Dirk the Dwarf Berserker level 16
41st Profit 122nd year of Ascendancy at 09:19 see stats
By Dirk the Dwarf Berserker level 38
40th Steel 123rd year of Ascendancy at 23:45 see stats
Log
Dirk picks up ( .): Omniscience (7 def, 0 armour).
Dirk picks up ( .): hardened voratun plate armour (0 def, 26 armour).
Dirk picks up ( .): blazebringer's voratun waraxe (149% power, 6 apr).
Dirk picks up ( .): voratun mace of corruption (155% power, 6 apr).
Lore found: Pearl of Life and Death
You can read all your collected lore in the game menu, by pressing Escape.
Lore found: Omniscience
You can read all your collected lore in the game menu, by pressing Escape.
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You pickup 0.80 gold pieces.
You pickup 0.65 gold pieces.
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Resting starts...
Rested for 26 turns (stop reason: all resources and life at maximum).
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Dirk picks up (q.): ethereal rune (power 24; resist 30%; move 61%; dur 5; cd 19).
Dirk picks up ( .): soldier's voratun pickaxe (dig speed 12 turns).
Talent Dig is ready to use.
Dirk picks up ( .): voratun greatmaul of enduring (181% power, 4 apr).
Dirk picks up ( .): restorative elven-silk cloak of protection (3 def, 0 armour).
Dirk picks up (9.): blazebringer's voratun battleaxe of massacre (191% power, 4 apr).
Ran for 6 turns (stop reason: interesting terrain).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).