
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 20 / 98% |
Size | small |
Lifes / Deaths | Killed by The Dreaming One at level 14 on the 9th Haze 122nd year of Ascendancy at 17:11 4 / 1 |
Primary Stats
Strength | 38 (base 17) |
Dexterity | 54 (base 42) |
Constitution | 32 (base 10) |
Magic | 26 (base 11) |
Willpower | 33 (base 10) |
Cunning | 54 (base 42) |
Resources
Life | 536/536 |
Stamina | 194/194 |
Healing Factor | 1.2924420161895 |
Regeneration | 5.3533779774706 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -992 |
Infravision | 5 |
See Stealth | 38.873901619887 |
See Invisible | 38.873901619887 |
Stealth | 58 |
Offense: Mainhand
Damage | 31 |
Accuracy | 50 |
Crit Chance | 22% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 50 |
Crit Chance | 23% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Temporal | +6% |
Fire | +13% |
Cold | +34% |
All | 0% |
Offense: Damage Penetration
Acid | +16% |
Physical | +12% |
All | +6% |
Defense: Base
Armour (hardiness) | 18 (38.594633868923%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 23 |
Mental Save | 25 |
Defense: Resistances
Fire | + 28%( 70%) |
Acid | + 14%( 70%) |
Nature | + 20%( 70%) |
Temporal | + 16%( 70%) |
Darkness | + 14%( 70%) |
Physical | + 29%( 70%) |
Cold | + 55%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 21% |
Confusion Resistance | 22% |
Disarm Resistance | 11% |
Instadeath Resistance | 100% |
Silence Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 150 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
talent | Quickdraw |
talent | Stealth |
talent | Trained Reactions |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 3.9 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 84 - 118 Accuracy: 65 (knife) APR: 22 Crit Chance: +40% Crit mult: 200% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 31% chance to deflect up to 13 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +6% temporal Ignore resists +10% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce damage dealt by 21% defense ------ Armor +1 Silence Resist +21% Confus Resist +22% Stun Resist +21% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str +2 Dex +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Resistance +3% acid Physical save +6 (+3 eff.) Healmod +12% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +7 Dex +1 Wil offense ------ Damage +9% darkness +13% fire defense ------ Defense +2 (+1 eff.) Resistance +19% fire other ------- Light +3 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Wil offense ------ Mind Crit +2% Critical power +15.00% Physical Power +13 (+4 eff.) Spellpower/crit +10 defense ------ Armor +2 Resistance +9% cold other ------- Max psi +10.00 Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +6 Str +3 Wil defense ------ Physical save +12 (+6 eff.) Unlife -60.00 life Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.38 cold and 12.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Str +2 Cun +6 Con offense ------ Physical Power +5 (+2 eff.) On-Hit 6 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.8 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings make your fingers look great! |
Around neck | ![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +15 Fatigue +2% Resistance +20% physical Crit Avoidance 10% other ------- Masteries +0.20 Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 cold While equipped: Stats +2 Str offense ------ Physical Power +20 (+7 eff.) Damage +9% cold Ignore resists +6% all Accuracy +7 (+3 eff.) Ignore Armor +6 defense ------ Unlife -20.00 life other ------- Stamina/turn +1.00 One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature While equipped: Stats +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical defense ------ Disarm Resist +11% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Critical power +5.00% On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Defense +1 (+1 eff.) Resistance +3% darkness +6% temporal Spell save +6 (+3 eff.) Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% cold defense ------ Resistance +11% all +15% cold other ------- Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 260 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: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 254 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: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. 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: 15 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 25% 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. |
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 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 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 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 82 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. 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: 14 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 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 212 damage for 4 turns. 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 T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.13 Technique/Combat techniques +0.13 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +7% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce damage dealt by 21% defense ------ Resistance +6% darkness +9% temporal Spell save +11 (+6 eff.) Disease Resist +10% other ------- Max stamina +15.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Fatigue -5% Resistance +3% lightning +6% cold +3% light other ------- Encumbrance +20 Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+2 eff.) defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% light defense ------ Resistance +22% light Mind save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +13% lightning defense ------ Resistance +26% lightning Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+2 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +7 (+4 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +8 Dex +2 Mag +2 Wil +7 Cun +2 Con offense ------ Accuracy +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +9 Dex +2 Mag +2 Wil +7 Cun +2 Con offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Disrupt/Master Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * 10% chance to reduce all saves and defense by 25 On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +10 (+3 eff.) Ignore resists +7% physical Accuracy +10 (+4 eff.) Ignore Armor +7 defense ------ Resistance +12% acid +2% physical +10% lightning +12% fire +12% cold +5% all Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 73.22 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 59.0 - 94.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +6.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: Stats +10 Str +1 Dex +4 Con offense ------ Damage +13% physical Ignore resists +13% all Accuracy +47 (+14 eff.) Ignore Armor +12 defense ------ Armor +10 Resistance +16% blight Massive two-handed swords. It was hardened by the digestive sack. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +11.00% Spellpower +6 (+3 eff.) Damage +15% light +9% darkness Ignore resists +5% lightning defense ------ Resistance +6% lightning +3% cold +6% acid Spell save +6 (+3 eff.) other ------- Max positive +15.00 Max negative +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+3 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.0 Power cost 5 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 84.72 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (169). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% physical defense ------ Physical save +6 (+3 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 1H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% physical defense ------ Armor +4 Defense +5 (+2 eff.) other ------- Wards +2 physical Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego++] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +1% Spellpower +5 (+2 eff.) Damage +10% physical defense ------ Resistance +6% darkness +5% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +6% Out-of-Phase Resilience +6% other ------- Max mana +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Dex offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% fire defense ------ Defense +10 (+4 eff.) Resistance +2% physical +9% fire Physical save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +9% lightning defense ------ Defense +8 (+3 eff.) Resistance +3% acid +12% cold +6% darkness Stealth +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +5% fire +5% cold Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Defense +1 (+1 eff.) Resistance +3% physical +6% fire 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+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold 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 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil defense ------ Resistance +9% all other ------- Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 47% (based on Cunning). Uses 41 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +4% Critical power +10.00% Spellpower +6 (+3 eff.) defense ------ Armor +3 Resistance +5% arcane A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% fire Ignore resists +5% fire defense ------ Armor +5 Fatigue +2% Resistance +6% light +3% temporal Poison Resist +10% Teleport Resist +20% other ------- Infravision +1 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] Nature/Master While equipped: defense ------ Armor +1 Resistance +5% lightning +5% temporal other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Disrupt While equipped: Stats +3 Dex +1 Mag +1 Cun offense ------ Physical Power +4 (+1 eff.) Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Spell save +9 (+5 eff.) other ------- Max hate +2.00 Unarmed combat: Weapon Damage 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +2.0% Attack Speed 83% On Hit: * 11% chance to slow global speed by 52% * 10% chance to reduce armor by 23% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +8 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 5 acid 6 fire 6 cold 6 arcane 5 lightning Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +6% arcane Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +8 ice +12 acid +7 fire +7 arcane +8 lightning On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% On-Hit 7 fire Damage +3% acid +12% physical +5% fire Ignore resists +20% acid defense ------ Armor +2 Resistance +7% fire Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 temporal On-Ranged-Hit 5 temporal Damage +3% temporal defense ------ Armor +1 Resistance +5% temporal Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: * 5% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 5 darkness Damage +5% arcane +5% darkness defense ------ Armor +2 Resistance +7% darkness Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane On-crit, radius 2 +6 arcane On Hit: 20% Moonlight Ray level 3 On Hit: * 5% chance to reduce damage dealt by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil offense ------ Damage +9% light +12% mind Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +3 Fatigue +5% Resistance +3% nature Mind save +6 (+3 eff.) other ------- Light +2 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 +1 Mag +3 Wil +1 Cun +4 Con offense ------ Damage +6% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Crit Resistance 15.00% Mind save +6 (+3 eff.) other ------- Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +4 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Critical power +10.00% Ignore resists +15% mind When Hit 2 arcane defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +5% light On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold A cap made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Arcane/Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% temporal Life +30.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
![]() 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 T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 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] Arcane While equipped: Stats +1 Str offense ------ Damage +9% cold +3% fire Ignore resists +5% fire When Hit 8 cold defense ------ Resistance +9% lightning other ------- Spell cooldown 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 +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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] Nature While equipped: Stats +2 Str +3 Mag offense ------ Mindpower +5 (+2 eff.) defense ------ Life +40.00 other ------- Light +3 Infravision +1 See Invisibility +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 T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Unlife -80.00 life Pinning Resist +20% Knockbk Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 323/400 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 T1 torque charm [Rare] Psionic While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Physical Power +15 (+5 eff.) Ignore resists +15% light defense ------ Resistance +4% physical other ------- Max stamina +20.00 Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Vrey the Halfling Rogue level 10
3rd Summertide 122nd year of Ascendancy at 08:40 see stats
By Vrey the Halfling Rogue level 19
42nd Haze 122nd year of Ascendancy at 04:23 see stats
By Vrey the Halfling Rogue level 20
42nd Haze 122nd year of Ascendancy at 21:48 see stats
By Vrey the Halfling Rogue level 10
3rd Summertide 122nd year of Ascendancy at 08:38 see stats
By Vrey the Halfling Rogue level 20
42nd Haze 122nd year of Ascendancy at 04:23 see stats
By Vrey the Halfling Rogue level 8
4th Mirth 122nd year of Ascendancy at 14:32 see stats
By Vrey the Halfling Rogue level 14
54th Dusk 122nd year of Ascendancy at 20:37 see stats
By Vrey the Halfling Rogue level 18
34th Haze 122nd year of Ascendancy at 10:07 see stats
Log
Saving done.
Space around you starts to dissolve...
Vrey deactivates Stealth.
Vrey uses Track.
Resting starts...
Talent Stealth is ready to use.
Vrey activates Stealth.
Talent Track is ready to use.
Vrey uses Track.
Talent Track is ready to use.
You are yanked out of this place!
Rested for 38 turns (stop reason: saving).
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Elvala (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
Saving game...
Vrey uses Track.
Talent Track is ready to use.
Vrey uses Track.
Talent Track is ready to use.
Vrey uses Track.
Saving done.