










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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 Roguelike |
Sex | Female |
Race | Drem |
Class | Doombringer |
Level / Exp | 38 / 47% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 68 (base 60) |
Dexterity | 58 (base 57) |
Constitution | 26 (base 12) |
Magic | 34 (base 12) |
Willpower | 22 (base 10) |
Cunning | 41 (base 35) |
Resources
Life | 1022/1022 |
Mana | 262/262 |
Stamina | 280/280 |
Vim | 215/221 |
Healing Factor | 1.2816586254954 |
Regeneration | 0.32041465637385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 30.709119195249 |
See Invisible | 30.709119195249 |
Offense: Mainhand
Damage | 146 |
Accuracy | 52 |
Crit Chance | 18% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Acid | +23% |
Light | +10% |
Temporal | +9% |
Cold | +13% |
Physical | +35% |
Fire | +19% |
All | 0% |
Offense: Damage Penetration
Physical | +49% |
Acid | +40% |
Temporal | +48% |
All | +25% |
Defense: Base
Armour (hardiness) | 39.723073231957 (53.594633868923%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 4.9238052216851 |
Physical Save | 43 |
Spell Save | 31 |
Mental Save | 34 |
Defense: Resistances
Acid | + 64%( 80%) |
Blight | + 42%( 70%) |
Physical | + 49%( 75%) |
Cold | + 63%( 70%) |
All | + 28%( 70%) |
Darkness | + 49%( 70%) |
Temporal | + 40%( 70%) |
Lightning | + 60%( 70%) |
Mind | + 36%( 70%) |
Fire | + 51%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 96% |
Silence Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 42 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 390 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 829% 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. |
Class Talents
Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Horrifying Blows |
talent | Premonition |
talent | Abyssal Shield |
talent | Chant of Fortress |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | 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 Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * 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: 435. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed bear paw. * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | ![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +32% Confus Resist +26% Stun Resist +23% other ------- Stamina/turn +0.60 Max stamina +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Ignore resists +10% temporal When Hit 4 mind 2 fire defense ------ Resistance +12% mind Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +60% Confus Resist +60% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 141 for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +15% acid +18% fire +18% lightning +15% cold Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +12 (+6 eff.) Stun Resist +30% other ------- Max stamina +18.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 184% 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 +14 darkness Damage Against +17% Living Massive two-handed swords. |
On hands | ![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Damage +13% acid +9% temporal +19% fire +13% cold +30% physical Ignore resists +13% temporal +9% physical defense ------ Resistance +16% acid +16% physical +14% fire +14% cold +13% all Anomaly Control +11 other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+2 eff.) Resistance +20% darkness +18% temporal Physical save +8 (+3 eff.) Out-of-Phase Defense +16 Out-of-Phase Resistance +13% Out-of-Phase Resilience +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +9% lightning defense ------ Resistance +27% lightning Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) Stun Resist +28% Amulets make your neck look great! |
Inventory
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. 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: 10 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 259.42 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 [Ego] 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 36 up to 5 times. Its effects scale with your Cunning 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 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con defense ------ Defense +5 (+1 eff.) Resistance +6% mind +5% arcane +6% light Physical save +10 (+3 eff.) Unlife -80.00 life Life +36.00 Life Regen +4.00 Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Wil +4 Cun offense ------ Mind Crit +4% Ignore resists +15% acid defense ------ Mind save +3 (+2 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+4 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+14 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +3 Wil offense ------ Physical Power +20 (+7 eff.) Damage +3% physical Ignore resists +5% cold defense ------ Resistance +3% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +18% mind Confus Resist +28% other ------- Mana/turn +0.15 Max mana +22.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +7 Mag offense ------ Damage +9% cold defense ------ Resistance +13% lightning +3% acid Crit Resistance 5.00% Stun Resist +34% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +13% light +12% darkness Blind Resist +28% other ------- Masteries +0.18 Corruption/Shadowflame +0.18 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag +1 Cun +4 Con defense ------ Resistance +14% lightning Physical save +11 (+4 eff.) Spell save +13 (+7 eff.) Mind save +12 (+6 eff.) Stun Resist +23% other ------- Mana/turn +0.12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +10.00% Ignore resists +5% lightning Accuracy +6 (+2 eff.) Ignore Armor +12 defense ------ Resistance +15% acid +6% physical other ------- Stamina/turn +0.30 Masteries +0.10 Corruption/Torture Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +6 Wil offense ------ Damage +13% blight Accuracy +4 (+1 eff.) defense ------ Resistance +13% blight Crit Resistance 15.00% Spell save +9 (+5 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Ignore resists +15% arcane +15% cold When Hit 4 arcane 4 blight defense ------ Resistance +5% arcane Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +6 Mag offense ------ Accuracy +30 (+9 eff.) When Hit 6 cold defense ------ Physical save +12 (+4 eff.) Spell save +8 (+4 eff.) Unlife -40.00 life other ------- Stamina/turn +2.00 Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Str +7 Mag +5 Cun +8 Con offense ------ Physical Power +9 (+3 eff.) Spellpower +11 (+6 eff.) Mindpower +5 (+3 eff.) Damage +3% mind When Hit 4 mind defense ------ Mind save +9 (+5 eff.) Confus Resist +31% other ------- EQ when Hit +0.04 Max psi +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+4 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] Arcane/Nature While equipped: offense ------ Damage +25% acid +3% temporal Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +50% acid +9% temporal Blind Resist +28% other ------- Infravision +3 See Stealth +11 See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: 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. Uses 1 power out of 1/1 "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? |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +7 Con offense ------ Physical Power +5 (+2 eff.) Damage +14% mind defense ------ Resistance +14% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +6% Critical power +15.00% Damage +18% lightning +18% mind defense ------ Life Regen +4.00 Stun Resist +38% other ------- Max hate +6.00 Max psi +50.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +11% lightning Accuracy +4 (+1 eff.) defense ------ Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Blind Resist +22% other ------- Infravision +4 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: defense ------ Resistance +12% mind Crit Resistance 5.00% Life +60.00 Blind Resist +22% Disease Resist +20% other ------- Infravision +3 See Stealth +9 See Invisibility +11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 11 light Damage +11% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +10% light defense ------ Resistance +20% light Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Rare] Psionic Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 cold +14 darkness Damage Against +12% Living On-Hit, radius 1 +12 blight +16 cold On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 17 While equipped: offense ------ Damage +9% blight +3% temporal defense ------ Resistance +15% blight +6% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 72% 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 +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +3% nature Ignore resists +5% blight +5% fire +15% arcane defense ------ Resistance +2% blight Disease Resist +12% other ------- Infravision +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +4 Con offense ------ Damage +3% darkness +9% cold When Hit 4 cold defense ------ Life Regen +0.80 Healmod +13% other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Spell Crit +3% Spellpower/crit +10 Damage +12% blight defense ------ Resistance +15% blight +5% arcane +11% light +11% darkness Crit Resistance 15.00% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +3 Cun offense ------ Damage +6% mind Ignore resists +10% nature When Hit 2 mind defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +12% lightning Ignore resists +5% nature Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Armor +7 Defense +12 (+3 eff.) Resistance +3% nature +12% lightning Physical save +15 (+5 eff.) Spell save +10 (+5 eff.) Mind save +18 (+8 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 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+8 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 10 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 25%. 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 T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +9% acid +15% physical +7% fire +12% cold defense ------ Resistance +14% acid +12% physical +14% fire +14% cold +13% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Ignore resists +13% darkness +12% temporal defense ------ Armor +4 Fatigue +3% Resistance +18% darkness +17% temporal Physical save +8 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +14% Out-of-Phase Resilience +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +23% Stun Resist +21% A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Cun offense ------ Physical Power +11 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +12% mind Crit Resistance 15.00% other ------- See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 4 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 192.22 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 2.0 Power cost 16 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 233.26 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 [Random Unique] Nature/Master/Psionic While equipped: offense ------ On-Hit 7 cold Damage +3% cold Accuracy +6 (+2 eff.) defense ------ Armor +5 Fatigue +3% Resistance +9% lightning +6% cold +9% temporal Physical save +7 (+2 eff.) Mind save +14 (+7 eff.) Life +51.00 Disarm Resist +32% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 8 light Damage +4% arcane +5% light defense ------ Armor +2 Resistance +7% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag +1 Wil +4 Con offense ------ When Hit 2 acid defense ------ Armor +3 Fatigue +5% Resistance +3% nature +6% fire +12% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +7 Wil +3 Cun offense ------ Spell Crit +2% Mindpower +4 (+2 eff.) Damage +7% blight +11% arcane When Hit 4 arcane 10 vim draining blight defense ------ Defense +15 (+3 eff.) Life +40.00 other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 17 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 7% and all saves by 12, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +5% physical defense ------ Armor +1 Fatigue +1% Resistance +3% light +5% cold other ------- Stamina/turn +3.00 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Mag offense ------ Damage +15% acid +9% arcane Ignore resists +15% acid When Hit 8 arcane defense ------ Defense +2 (+0 eff.) Resistance +22% acid other ------- Light +3 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex +6 Mag +4 Cun offense ------ Ignore resists +10% arcane defense ------ Armor +4 Fatigue +4% Crit Resistance 15.00% Physical save +16 (+5 eff.) other ------- Light +2 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +6% fire Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +3% acid +9% fire Spell save +6 (+3 eff.) Unlife -20.00 life Life +60.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Str +4 Dex +7 Wil +12 Cun +3 Con offense ------ Mindpower +8 (+4 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% acid +3% temporal +6% nature A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +10% mind defense ------ Defense +1 (+0 eff.) Resistance +10% mind +9% acid Life +60.00 Disarm Resist +10% Teleport Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +8 Dex +2 Cun offense ------ Damage +6% nature +11% fire defense ------ Defense +1 (+0 eff.) Resistance +3% nature +16% fire A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +5 Dex offense ------ Damage +11% darkness Ignore resists +10% physical +5% fire defense ------ Defense +2 (+0 eff.) Resistance +8% lightning +6% temporal +16% darkness other ------- Stamina/turn +2.00 Infravision +5 See Stealth +13 See Invisibility +11 Circle of Warding: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 26% and attempts to push all creatures other than yourself out of its radius, inflicting 5.87 light damage and 5.34 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +9% mind +3% fire Crit Resistance 15.00% Spell save +12 (+6 eff.) Unlife -40.00 life A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag +3 Wil +2 Con offense ------ Damage +11% cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +16% cold Crit Resistance 5.00% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Dex offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Resistance +10% blight +13% light +13% darkness A cap made of leather. It was hardened by the digestive sack. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag offense ------ Mind Crit +2% defense ------ Armor +1 Fatigue +1% Mind save +9 (+5 eff.) other ------- See Invisibility +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +15% darkness Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats +5 Wil defense ------ Defense +2 (+0 eff.) Resistance +5% lightning +5% temporal +6% light +4% fire +5% nature +5% acid +5% blight +5% cold +5% darkness Physical save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 33 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 22.16 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego++] Arcane/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +14.0% Capacity 24 On Hit: 20% Curse of Death level 3 On Critical: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +1.0% Ignore Armor +11 defense ------ Physical save +3 (+1 eff.) While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 2.6 Power cost 17 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +6 Mag offense ------ Spellpower/crit +10 Damage +6% nature defense ------ Resistance +11% nature other ------- Mana-on-crit +2.00 Max mana +40.00 Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 52 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +6 Cun offense ------ Damage +6% acid +3% mind defense ------ Resistance +9% fire 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +6% nature Spell save +9 (+5 eff.) Life +20.00 Cut Resist +10% 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 T3 lite [Ego+] Arcane While equipped: defense ------ Resistance +5% cold +5% temporal Out-of-Phase Defense +14 Out-of-Phase Resistance +13% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 17 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +25% temporal defense ------ Resistance +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 10 turn cooldown 100% to increase the duration of 3 beneficial effects by 1. 100% to increase all damage by 13% for 2 turns. 100% to heal for 66. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Dex defense ------ Resistance +6% acid +3% mind Confus Resist +20% other ------- Light +1 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 10 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Str offense ------ Damage +6% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Physical save +3 (+1 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 33. 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 20 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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Destroyer the Drem Doombringer level 32
34th Profit 123rd year of Ascendancy at 19:42 see stats
By Destroyer the Drem Doombringer level 33
27th Wealth 123rd year of Ascendancy at 19:51 see stats
By Destroyer the Drem Doombringer level 14
24th Profit 122nd year of Ascendancy at 22:02 see stats
By Destroyer the Drem Doombringer level 33
26th Wealth 123rd year of Ascendancy at 16:12 see stats
By Destroyer the Drem Doombringer level 23
37th Stralite 123rd year of Ascendancy at 18:13 see stats
By Destroyer the Drem Doombringer level 38
17th Loss 123rd year of Ascendancy at 22:20 see stats
By Destroyer the Drem Doombringer level 32
34th Profit 123rd year of Ascendancy at 19:16 see stats
By Destroyer the Drem Doombringer level 10
29th Voratun 122nd year of Ascendancy at 19:17 see stats
By Destroyer the Drem Doombringer level 20
25th Steel 123rd year of Ascendancy at 15:31 see stats
By Destroyer the Drem Doombringer level 30
27th Profit 123rd year of Ascendancy at 08:18 see stats
By Destroyer the Drem Doombringer level 32
34th Profit 123rd year of Ascendancy at 19:42 see stats
By Destroyer the Drem Doombringer level 24
3rd Voratun 123rd year of Ascendancy at 17:40 see stats
By Destroyer the Drem Doombringer level 24
2nd Voratun 123rd year of Ascendancy at 17:32 see stats
By Destroyer the Drem Doombringer level 15
9th Iron 123rd year of Ascendancy at 05:14 see stats
By Destroyer the Drem Doombringer level 32
34th Profit 123rd year of Ascendancy at 19:42 see stats
By Destroyer the Drem Doombringer level 11
2nd Acquisition 122nd year of Ascendancy at 23:04 see stats
By Destroyer the Drem Doombringer level 32
34th Profit 123rd year of Ascendancy at 19:42 see stats
By Destroyer the Drem Doombringer level 25
22nd Voratun 123rd year of Ascendancy at 22:04 see stats
By Destroyer the Drem Doombringer level 11
1st Profit 122nd year of Ascendancy at 19:43 see stats
By Destroyer the Drem Doombringer level 22
31st Steel 123rd year of Ascendancy at 18:43 see stats
By Destroyer the Drem Doombringer level 16
11st Iron 123rd year of Ascendancy at 16:54 see stats
Log
Destroyer slows down.
Destroyer receives 239 healing from Infusion: Healing.
Resting starts...
The protective shield of Destroyer disappears.
The black flame around Destroyer dies down
Talent Voracious Blade is ready to use.
Talent Abduction is ready to use.
Talent Rune: Shielding is ready to use.
Talent Reckless Strike is ready to use.
Talent Infusion: Movement is ready to use.
Talent Track is ready to use.
Talent Infusion: Healing is ready to use.
Talent Perfect Strike is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Talent Destroyer is ready to use.
Destroyer picks up (G.): Hazequench (111% power, 7 apr).
Ran for 5 turns (stop reason: interesting terrain).
Destroyer picks up ( .): barbed quiver of yew arrows of corruption (24/24, 152% power, 10 apr).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Talent Frenzy is ready to use.
Talent Blinding Speed is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Destroyer uses Track.