










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Marauder |
Level / Exp | 50 / 101% |
Size | big |
Lifes / Deaths | Killed by Aramina the snow giant at level 22 on the 1st Time of Equilibrium 122nd year of Ascendancy at 03:18 1 / 6Killed by Xerytta the large brown snake at level 22 on the 1st Time of Equilibrium 122nd year of Ascendancy at 17:50 Killed by Isurevena the fire drake hatchling at level 22 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:16 Killed by Bethumina the storm drake hatchling at level 24 on the 22nd Haze 122nd year of Ascendancy at 23:50 Killed by shadow at level 24 on the 23rd Haze 122nd year of Ascendancy at 01:16 Killed by aether beam at level 38 on the 63rd Regrowth 123rd year of Ascendancy at 23:38 |
Antimagic | Follower |
Primary Stats
Strength | 114 (base 60) |
Dexterity | 102 (base 60) |
Constitution | 74 (base 14) |
Magic | 31 (base 13) |
Willpower | 68 (base 31) |
Cunning | 93 (base 60) |
Resources
Life | 1568/1568 |
Stamina | 329/329 |
Equilibrium | 30 |
Healing Factor | 1.395168050532 |
Regeneration | 21.276312770613 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 5 |
See Stealth | 48.322061542335 |
See Invisible | 48.322061542335 |
Offense: Mainhand
Damage | 196 |
Accuracy | 98 |
Crit Chance | 108% |
APR | 98 |
Speed | 1.11 |
Offense: Offhand
Damage | 154 |
Accuracy | 98 |
Crit Chance | 108% |
APR | 98 |
Speed | 1.11 |
Offense: Spell
Spellpower | 8.3333333333333 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Fire | +15% |
All | 0% |
Physical | -10% |
Cold | +18% |
Nature | +18% |
Offense: Damage Penetration
Acid | +37% |
All | +27% |
Physical | +71% |
Darkness | +42% |
Nature | +32% |
Defense: Base
Armour (hardiness) | 30 (69.272896347862%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 2.3578720345151 |
Physical Save | 59 |
Spell Save | 41 |
Mental Save | 51 |
Defense: Resistances
Acid | + 73%( 76%) |
Blight | + 40%( 76%) |
Arcane | + 44%( 76%) |
Cold | + 70%( 76%) |
All | + 25%( 76%) |
Darkness | + 40%( 76%) |
Light | + 56%( 76%) |
Temporal | + 45%( 76%) |
Physical | + 46%( 76%) |
Lightning | + 55%( 76%) |
Fire | + 57%( 76%) |
Nature | + 40%( 76%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 10% |
Confusion Resistance | 49% |
Instadeath Resistance | 100% |
Disarm Resistance | 38% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 633 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 40% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
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 859% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 42% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Duelist | 1.60 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.60 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Technique / Battle tactics | 1.60 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.60 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.60 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Thuggery | 1.60 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.60 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Exploit Weakness |
talent | Antimagic Shield |
beneficial effect | Parrying melee and ranged attacks: Has a 83% chance to deflect up to 38 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Adytta the spitting spider. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Bethakira the fire wyrm. Escort: lost defiler (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Betessra the large white snake. Escort: lost tinker (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Vorymina the large brown snake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1633. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +11 Dex +6 Cun +6 Con offense ------ Physical Crit +2.0% Physical Power +5 (+1 eff.) Ignore resists +15% physical defense ------ Armor +5 Defense +24 (+4 eff.) Resistance +5% arcane +3% light Physical save +17 (+4 eff.) Mind save +22 (+7 eff.) Life +20.00 Disease Resist +20% Cut Resist +10% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +1 Dex +9 Mag +6 Wil +2 Cun offense ------ Physical Crit +5.0% Critical power +18.00% Physical Power +9 (+2 eff.) Ignore resists +10% acid +14% all Ignore Armor +11 defense ------ Life +77.00 other ------- Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +5 Wil offense ------ Physical Power +10 (+2 eff.) Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Armor +5 Fatigue +5% Resistance +15% acid +9% physical +6% temporal +20% cold +12% lightning +14% fire Physical save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Dex +5 Wil +4 Con offense ------ Spellpower/crit +4 Accuracy +24 (+4 eff.) defense ------ Armor +3 Fatigue +5% Resistance +5% arcane Spell save +9 (+3 eff.) Life Regen +9.00 Disarm Resist +38% other ------- Stamina/turn +2.00 Mana-on-crit +2.00 Max stamina +27.00 Max vim +40.00 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +21.0% Attack Speed 83% On Hit: 10% Disarm level 5 On Hit: 10% Nightmare level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Cun offense ------ Mind Crit +2% Damage +6% cold other ------- EQ when Hit +0.04 Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 21 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 53. 100% to increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +2 Dex +11 Con offense ------ Physical Power +10 (+2 eff.) Accuracy +14 (+3 eff.) Ignore Armor +14 defense ------ Defense +15 (+3 eff.) Resistance +12% light Life Regen +6.00 Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.2 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +11 Con offense ------ Physical Crit +9.2% Physical Power +15 (+3 eff.) Damage +15% fire Ignore resists +29% physical Accuracy +15 (+3 eff.) defense ------ Armor +7 Defense +31 (+6 eff.) Resistance +21% acid Max Resistance +6% all Physical save +20 (+5 eff.) Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 165% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +9 Str +13 Dex +11 Mag +13 Wil +12 Cun +18 Con offense ------ Damage +6% nature Ignore resists +5% nature +13% all Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Crit Resistance 15.00% other ------- Infravision +2 One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Wil +5 Cun +5 Con offense ------ Against +33% Summoned Accuracy +25 (+4 eff.) Ignore Armor +4 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +10 (+2 eff.) Resistance +6% light +2% physical Resist Against +24% Summoned other ------- Light +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Disrupt/Master Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 cold +12 nature On Hit: * 19% chance to slow global speed by 59% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +27.0% Critical power +32.00% Damage +12% nature +12% cold Ignore Armor +14 One-handed war axes. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +8 Str +3 Dex offense ------ Physical Crit +2.0% Accuracy +25 (+4 eff.) defense ------ Defense +17 (+3 eff.) Resistance +8% acid +8% fire +8% lightning +20% cold Unlife -60.00 life other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +10 Defense +10 (+2 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+6 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 348 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 542 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: 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 40% 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..." |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Wil offense ------ Damage +27% acid +24% physical defense ------ Silence Resist +20% Disarm Resist +20% Pinning Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +11 Cun offense ------ Damage +18% acid Ignore resists +25% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 * 20% chance to reduce armor by 14% defense ------ Armor +6 Defense +8 (+1 eff.) Max Resistance +5% all Physical save +15 (+4 eff.) other ------- See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all defense ------ Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +8 Str +3 Dex offense ------ Critical power +20.69% Physical Power +10 (+2 eff.) defense ------ Fatigue -10% Resistance +6% nature +6% temporal Crit Resistance 10.00% Unlife -82.75 life Life Regen +5.00 Pinning Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Con offense ------ Damage +18% lightning +9% acid Ignore resists +15% acid +25% cold When Hit 10 lightning defense ------ Resistance +18% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex +5 Con offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 defense ------ Resistance +28% mind +25% lightning Physical save +9 (+2 eff.) Blind Resist +39% Confus Resist +38% Stun Resist +50% other ------- Infravision +9 Sight +2 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% When Hit 2 mind defense ------ Defense +5 (+1 eff.) Fatigue -5% Resistance +3% light Life Regen +5.00 Poison Resist +10% Disease Resist +10% Cut Resist +20% other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun +3 Con offense ------ Damage +9% physical Accuracy +25 (+4 eff.) When Hit 6 arcane defense ------ Armor +6 Defense +30 (+6 eff.) Resistance +3% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +3.00 Healmod +21% Cut Resist +60% Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 217 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +10 Str +10 Dex +15 Wil offense ------ Damage +18% acid +21% cold +12% blight Ignore resists +15% cold When Hit 8 acid defense ------ Resistance +12% acid +9% cold other ------- Infravision +3 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +9 Wil offense ------ Damage +15% fire Ignore resists +25% light +25% cold When Hit 10 fire defense ------ Resistance +18% cold Mind save +18 (+6 eff.) other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +2 Dex offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) Damage +12% physical defense ------ Armor +12 Resistance +9% temporal Blind Resist +38% other ------- Infravision +5 See Stealth +17 See Invisibility +14 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+2 eff.) Accuracy +11 (+2 eff.) Ignore Armor +12 When Hit 2 light defense ------ Defense +12 (+2 eff.) Resistance +9% light +3% fire Life +65.00 Life Regen +10.00 Healmod +14% other ------- Light +1 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.2 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% acid defense ------ Defense +25 (+5 eff.) Resistance +36% acid +15% temporal +15% cold +15% mind +5% arcane Unlife -60.00 life Life +100.00 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 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun +10 Dex offense ------ Damage +20% lightning +6% cold +9% darkness Ignore resists +15% darkness +10% cold Accuracy +15 (+3 eff.) On-Hit (Melee): * 23% chance to reduce damage dealt by 25% defense ------ Resistance +12% blight +9% cold +15% nature +40% lightning Poison Resist +30% Disease Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+2 eff.) Ignore Armor +10 defense ------ Defense +10 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.2 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +49.00 Life Regen +10.00 Healmod +12% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun offense ------ Damage +18% mind Ignore resists +25% blight +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 defense ------ Defense +14 (+2 eff.) Resistance +15% blight +6% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +10% all Accuracy +10 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +13% darkness defense ------ Resistance +26% darkness Physical save +11 (+3 eff.) Spell save +14 (+4 eff.) Mind save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Con defense ------ Defense +10 (+2 eff.) Resistance +5% arcane +6% temporal Physical save +18 (+4 eff.) Spell save +12 (+4 eff.) Poison Resist +20% other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +14 Cun +10 Dex offense ------ On-Hit 27 physical On-Ranged-Hit 35 physical Damage +6% mind Accuracy +12 (+2 eff.) When Hit 4 fire On-Hit (Melee): * 37% chance to reduce all saves and defense by 31 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 31 defense ------ Resistance +6% mind +3% fire Blind Resist +37% other ------- Hate-on-crit +3.00 Max hate +12.00 Infravision +5 See Stealth +20 See Invisibility +14 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! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +5 Str +5 Dex +13 Mag +9 Wil +6 Cun +10 Con offense ------ Physical Crit +9.0% Critical power +31.00% Ignore Armor +7 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +16 acid +21 nature While equipped: Stats +12 Con +13 Wil offense ------ Ignore resists +13% acid +14% nature +20% fire +5% arcane +12% all Accuracy +16 (+3 eff.) Ignore Armor +24 defense ------ Resistance +5% arcane +3% fire Life +61.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +30.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Critical power +48.00% Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Disrupt/Master Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +9.0% Critical power +19.00% Ignore Armor +13 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +13 nature +4 temporal On-crit, radius 2 +25 lightning +25 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Move Speed +34% Ignore resists +17% lightning +14% cold defense ------ Resistance +12% acid +1% physical +6% nature Unlife -60.00 life Life Regen +4.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +8 Con +12 Wil offense ------ Ignore resists +9% physical Accuracy +13 (+2 eff.) Ignore Armor +9 defense ------ Life +63.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +14 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Str +2 Mag +5 Cun offense ------ Physical Crit +8.0% Critical power +25.00% Ignore resists +10% all Accuracy +14 (+3 eff.) Ignore Armor +15 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +6 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +41 fire On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +13 (+3 eff.) Global Speed +6% Ignore resists +12% fire Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego++] Master Weapon Damage 146% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +11.0% Ignore resists +10% physical Accuracy +15 (+3 eff.) Ignore Armor +10 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Master Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Con offense ------ Physical Crit +5.0% Physical Power +6 (+1 eff.) Ignore resists +11% physical defense ------ Disarm Resist +17% Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Random Unique] Master Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Mag +2 Con offense ------ Physical Crit +21.0% Critical power +29.00% Physical Power +8 (+2 eff.) Damage +6% cold Ignore resists +9% all Accuracy +15 (+3 eff.) Ignore Armor +21 defense ------ Crit Resistance 15.00% other ------- Infravision +3 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 147% Range: 1.0x-1.4x Uses 100% Str Damage Phys.bleed Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+7 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +9 Cun +8 Lck offense ------ Critical power +10.00% Mindpower +15 (+5 eff.) Damage +3% mind Ignore resists +5% darkness +15% arcane When Hit 10 arcane defense ------ Stealth +7 other ------- Disarm Traps +9 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Wil +5 Cun +4 Con +7 Lck offense ------ Physical Power +10 (+2 eff.) Ignore resists +15% blight defense ------ Physical save +5 (+1 eff.) Stealth +5 Life Regen +1.80 Healmod +16% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Disarm Traps +11 Max stamina +10.00 Infravision +4 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +8 Cun +7 Wil offense ------ Physical Power +11 (+2 eff.) Mindpower +12 (+4 eff.) Damage +15% light Ignore resists +15% nature Against +45% Summoned When Hit 8 light On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% light +6% cold Resist Against +39% Summoned Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Dex offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Damage +32% light When Hit 6 light 6 fire defense ------ Defense +3 (+0 eff.) Fatigue -6% Resistance +6% light Spell save +12 (+4 eff.) Mind save +15 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +7 Wil offense ------ Critical power +32.00% Mindpower +10 (+3 eff.) Ignore resists +25% mind Accuracy +11 (+2 eff.) Ignore Armor +11 When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 14% defense ------ Defense +2 (+0 eff.) Stealth +11 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] Nature/Master While equipped: offense ------ Damage +3% mind +6% fire Ignore resists +15% fire When Hit 6 fire defense ------ Armor +8 Defense +17 (+3 eff.) Resistance +8% acid +9% cold +19% fire +9% mind +7% lightning Physical save +23 (+6 eff.) Spell save +25 (+8 eff.) Mind save +23 (+7 eff.) Life +59.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Physical Power +20 (+4 eff.) Ignore Armor +8 defense ------ Armor +4 Defense +30 (+6 eff.) Fatigue +3% Resistance +6% blight +2% physical +5% arcane Physical save +12 (+3 eff.) Poison Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Damage +6% darkness Ignore resists +58% darkness +36% temporal defense ------ Armor +5 Resistance +74% darkness +46% temporal Out-of-Phase Defense +44 Out-of-Phase Resistance +37% Out-of-Phase Resilience +39% Blink to a nearby random location (rad 12) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +9 Cun offense ------ Mind Crit +9% On-Hit 15 physical Damage +10% physical +15% arcane +12% mind Ignore resists +20% mind When Hit 12 acid defense ------ Armor +12 Mind save +12 (+4 eff.) Unarmed combat: Weapon Damage 134% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +15 physical On-crit, radius 2 +14 physical On Hit: 10% Sand Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +9 Cun +11 Dex offense ------ Accuracy +10 (+2 eff.) Ignore Armor +15 On-Hit (Melee): * 20% chance to reduce armor by 14% defense ------ Armor +3 Resistance +9% lightning +6% temporal +5% arcane Disarm Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +24 Unarmed combat: Weapon Damage 135% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 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. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Wil, 40% Cun, 40% Dex 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 3.0 Power cost 17 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.00 mind and 19.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 21. Terrified: Deals 4.50 mind and 4.50 darkness damage per turn and increases cooldowns by 33%. Haunted: Causes the target to suffer 7.35 mind and 7.35 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+1 eff.) Spell save +15 (+5 eff.) Life +100.00 other ------- Light +1 Unarmed combat: Weapon Damage 142% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Ignore Armor +18 Critical Rate +12.0% Attack Speed 83% On-hit +20 silence On Hit: 15% Mana Clash level 3 On Hit: 15% Antimagic Zone level 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 151.00 arcane damage and stunned). Uses 82 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +9 Str +10 Dex +7 Cun offense ------ Ignore resists +15% darkness Accuracy +9 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +21% lightning Crit Resistance 15.52% Physical save +10 (+2 eff.) Mind save +10 (+3 eff.) Disarm Resist +42% Unarmed combat: Weapon Damage 140% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Perfect Control level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +7 Wil +7 Con offense ------ On-Hit 20 light Damage +8% light +15% darkness Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 defense ------ Armor +3 Resistance +15% light other ------- Light +3 See Invisibility +6 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Searing Light level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +7 Mag +4 Wil +5 Con offense ------ Ignore resists +5% lightning defense ------ Armor +10 Fatigue +5% Resistance +19% lightning +13% temporal Physical save +9 (+2 eff.) Mind save +7 (+2 eff.) other ------- Infravision +4 Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.6 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Str +6 Dex +5 Wil offense ------ Physical Power +8 (+2 eff.) Damage +12% cold When Hit 4 fire defense ------ Armor +3 Fatigue +3% Resistance +10% physical +15% mind +9% fire Physical save +7 (+2 eff.) Mind save +10 (+3 eff.) Confus Resist +25% Skullcracker +1 Skullcracker: 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 578.9 Physical damage. If the attack hits, the target is confused (45% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Str offense ------ Mind Crit +4% Spellpower +9 (+1 eff.) Mindpower +8 (+3 eff.) Damage +20% acid +16% physical +17% darkness +9% arcane Ignore resists +20% arcane Ignore Shields +30% defense ------ Defense +3 (+0 eff.) Resistance +30% acid +18% physical +13% darkness other ------- Mana/turn +2.10 Mana when Hit +2.80 Max mana +109.00 Max hate +11.00 Manaflow: Puts all charms on 33 turn cooldown Effective talent level: 2.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +8 Cun +5 Con offense ------ Physical Power +5 (+1 eff.) Damage +6% mind Accuracy +12 (+2 eff.) When Hit 4 mind When Hit: * 15% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +11 (+2 eff.) Fatigue +5% Resistance +9% blight +3% cold +9% nature +6% fire Physical save +22 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Dex +2 Wil +2 Cun defense ------ Armor +4 Fatigue +4% Resistance +6% fire Physical save +19 (+5 eff.) Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature While equipped: Stats +6 Str +5 Wil offense ------ Physical Power +10 (+2 eff.) Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Armor +5 Fatigue +5% Resistance +25% lightning +21% temporal +15% acid +14% fire +9% physical +20% cold Physical save +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 Encumbrance T4 light armor [Random Unique] Master While equipped: Stats +6 Str offense ------ Damage +6% nature Ignore resists +25% blight When Hit 2 blight On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +21% acid +9% physical +13% darkness +3% blight +17% fire other ------- Light +1 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+1 eff.) Ranged Defense +4 (+0 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+6 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +7 Str +1 Wil +2 Con offense ------ When Hit 4 arcane defense ------ Defense +30 (+6 eff.) Resistance +10% darkness +10% fire Life +38.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.08 Vim-on-crit +2.31 Max stamina +28.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +12 Str +4 Dex +4 Wil +5 Cun offense ------ Physical Crit +12.0% Mind Crit +13% Physical Power +8 (+2 eff.) Move Speed +10% Damage +21% nature Ignore resists +15% nature Accuracy +9 (+2 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% 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 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +6 Wil +4 Con offense ------ Physical Crit +7.0% Critical power +26.00% Physical Power +8 (+2 eff.) Mindpower +30 (+10 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Unlife -40.00 life other ------- Hate-on-crit +5.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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.(124 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 382.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +8 Cun offense ------ Mind Crit +3% other ------- EQ when Hit +0.08 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to reduce fatigue by 49% for 2 turns. 100% to increase the duration of 3 beneficial effects by 1. 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 59% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+6 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 41 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Damage +9% fire On-Hit (Melee): * 20% chance to slow global speed by 59% defense ------ Resistance +12% blight +18% light +6% nature +5% arcane Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 13 turn cooldown 100% to increase all damage by 19% 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% 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: 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 nfewc the Krog Marauder level 38
59th Regrowth 123rd year of Ascendancy at 21:14 see stats
By nfewc the Krog Marauder level 35
27th Regrowth 123rd year of Ascendancy at 19:11 see stats
By nfewc the Krog Marauder level 26
33rd Haze 122nd year of Ascendancy at 02:51 see stats
By nfewc the Krog Marauder level 48
78th Haze 123rd year of Ascendancy at 19:05 see stats
By nfewc the Krog Marauder level 46
75th Haze 123rd year of Ascendancy at 16:01 see stats
By nfewc the Krog Marauder level 41
69th Regrowth 123rd year of Ascendancy at 05:22 see stats
By nfewc the Krog Marauder level 9
1st Flare 122nd year of Ascendancy at 21:05 see stats
By nfewc the Krog Marauder level 39
65th Regrowth 123rd year of Ascendancy at 21:45 see stats
By nfewc the Krog Marauder level 32
10th Allure 123rd year of Ascendancy at 15:02 see stats
By nfewc the Krog Marauder level 28
47th Haze 122nd year of Ascendancy at 00:24 see stats
By nfewc the Krog Marauder level 22
9th Haze 122nd year of Ascendancy at 02:23 see stats
By nfewc the Krog Marauder level 27
43rd Haze 122nd year of Ascendancy at 00:09 see stats
By nfewc the Krog Marauder level 39
64th Regrowth 123rd year of Ascendancy at 03:08 see stats
By nfewc the Krog Marauder level 49
11st Regrowth 124th year of Ascendancy at 18:28 see stats
By nfewc the Krog Marauder level 30
3rd Allure 123rd year of Ascendancy at 06:07 see stats
By nfewc the Krog Marauder level 10
8th Flare 122nd year of Ascendancy at 08:24 see stats
By nfewc the Krog Marauder level 20
65th Dusk 122nd year of Ascendancy at 02:56 see stats
By nfewc the Krog Marauder level 30
61st Haze 122nd year of Ascendancy at 08:03 see stats
By nfewc the Krog Marauder level 40
65th Regrowth 123rd year of Ascendancy at 21:45 see stats
By nfewc the Krog Marauder level 50
12nd Regrowth 124th year of Ascendancy at 13:57 see stats
By nfewc the Krog Marauder level 24
21st Haze 122nd year of Ascendancy at 03:23 see stats
By nfewc the Krog Marauder level 42
13rd Pyre 123rd year of Ascendancy at 16:53 see stats
By nfewc the Krog Marauder level 29
60th Haze 122nd year of Ascendancy at 11:45 see stats
By nfewc the Krog Marauder level 40
65th Regrowth 123rd year of Ascendancy at 23:09 see stats
By nfewc the Krog Marauder level 8
8th Mirth 122nd year of Ascendancy at 00:22 see stats
By nfewc the Krog Marauder level 42
25th Pyre 123rd year of Ascendancy at 12:46 see stats
By nfewc the Krog Marauder level 22
9th Haze 122nd year of Ascendancy at 14:48 see stats
By nfewc the Krog Marauder level 18
52nd Dusk 122nd year of Ascendancy at 02:51 see stats
By nfewc the Krog Marauder level 34
26th Regrowth 123rd year of Ascendancy at 22:03 see stats
Log
Saving done.
Nfewc wears (replacing Razorblade, the Cursed Waraxe (147% power, 16 apr)): Emeluvea the Windravager (165% power, 6 apr).
Resting starts...
Talent Track is ready to use.
Nfewc uses Track.
Rested for 5 turns (stop reason: all resources and life at maximum).
Nfewc wears (replacing Hanaregozor the Shivermight (138% power, 5 apr)): voratun waraxe 'Treewyrd' (148% power, 6 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Nfewc uses Perfect Strike.
Nfewc aims carefully.
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Nfewc aims less carefully.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You gain 25.00 gold from the transmogrification of stralite mace 'Charblack' (148% power, 5 apr).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).