











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 | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Doombringer |
Level / Exp | 21 / 81% |
Size | big |
Lifes / Deaths | Killed by Lisetira the multi-hued crystal at level 10 on the 3rd Flare 122nd year of Ascendancy at 11:27 0 / 6Killed by Glorylrarinne the mountain troll at level 11 on the 19th Dusk 122nd year of Ascendancy at 02:21 Killed by Arolraba the mountain troll at level 11 on the 19th Dusk 122nd year of Ascendancy at 07:16 Killed by Voruritira the copperhead snake at level 12 on the 22nd Dusk 122nd year of Ascendancy at 00:35 Killed by Aerymina the black bear at level 19 on the 63rd Dusk 122nd year of Ascendancy at 05:53 Killed by Globreda the rattlesnake at level 21 on the 66th Dusk 122nd year of Ascendancy at 19:54 |
Primary Stats
Strength | 64 (base 50) |
Dexterity | 59 (base 35) |
Constitution | 20 (base 12) |
Magic | 18 (base 12) |
Willpower | 20 (base 10) |
Cunning | 26 (base 13) |
Resources
Life | -16/657 |
Stamina | 119/245 |
Vim | 66/220 |
Healing Factor | 1.2470588855781 |
Regeneration | 7.7941180348632 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 94 |
Accuracy | 61 |
Crit Chance | 24% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Temporal | +9% |
All | 0% |
Physical | +26% |
Darkness | +6% |
Nature | +18% |
Offense: Damage Penetration
Physical | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 34.317011280365 (72.903125182002%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 23 |
Physical Save | 34 |
Spell Save | 21 |
Mental Save | 43 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 19%( 70%) |
Physical | + 21%( 70%) |
Cold | + 40%( 70%) |
All | + 4%( 70%) |
Lightning | + 34%( 70%) |
Light | + 7%( 70%) |
Temporal | + 17%( 70%) |
Mind | + 16%( 70%) |
Fire | + 27%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Confusion Resistance | 51% |
Teleport Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Disarm Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 84 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Corruption / Oppression | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +3 Wil +2 Cun +2 Con offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Armor +4 Fatigue +3% Resistance +7% lightning +8% temporal +12% nature Physical save +8 (+4 eff.) Spell save +10 (+5 eff.) Mind save +7 (+2 eff.) Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.6 Power cost 22 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Power +25 (+6 eff.) Damage +3% lightning On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +1% physical Physical save +3 (+2 eff.) other ------- Max stamina +30.00 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 | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +7 Dex +4 Mag +2 Cun +6 Con offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Fatigue +5% Resistance +10% acid +19% fire +11% lightning +24% cold other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Mind Crit +2% defense ------ Mind save +6 (+2 eff.) other ------- EQ when Hit +0.08 Max psi +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (181 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage by 10% for 2 turns. 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 [Random Unique] Nature/Psionic While equipped: offense ------ Damage +12% nature +11% physical defense ------ Defense +5 (+2 eff.) Resistance +11% physical +24% nature +3% temporal Physical save +3 (+2 eff.) Mind save +6 (+2 eff.) Poison Resist +20% Confus Resist +27% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Dex offense ------ Accuracy +14 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 13% defense ------ Resistance +3% blight Mind save +6 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+2 eff.) Damage +6% darkness Ignore resists +5% mind +5% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +5% fire +6% mind +5% cold A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 127% 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 +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Physical Crit +9.0% Critical power +26.00% Damage +12% physical Ignore Armor +10 other ------- Max stamina +30.00 Max vim +40.00 Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 5 physical Damage +3% physical Accuracy +12 (+3 eff.) defense ------ Armor +9 Fatigue +3% Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-Hit, radius 1 +7 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +4 Wil +5 Cun defense ------ Armor +8 Defense +13 (+5 eff.) Fatigue +12% Resistance +6% mind Physical save +6 (+3 eff.) Mind save +29 (+10 eff.) Life +20.00 other ------- Stamina/turn +3.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +2 (+1 eff.) Resistance +6% acid +3% temporal +3% light +13% blight +9% cold +13% nature Life +33.00 Life Regen +6.00 Healmod +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +9% temporal On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +13% lightning +6% physical Stun Resist +23% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 787% 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: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: 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 29% for 3 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] 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: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 186.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength 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 [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 5 turns. 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: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 463 damage for 4 turns. 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: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 3 turns. 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 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Damage +12% acid Ignore resists +10% acid When Hit 8 physical defense ------ Defense +10 (+4 eff.) Resistance +6% acid +5% arcane Physical save +6 (+3 eff.) Life +30.00 Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +1% defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.04 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% fire defense ------ Resistance +3% lightning +12% light +12% darkness +3% mind Blind Resist +20% Silence Resist +20% Teleport Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +3% mind defense ------ Resistance +6% acid Cut Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Mag +2 Wil +1 Cun offense ------ Spell Crit +4% Spellpower +4 (+3 eff.) Damage +5% acid +4% fire +5% cold +5% lightning Ignore resists +10% lightning defense ------ Resistance +3% lightning Physical save +11 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Con offense ------ Damage +11% blight +12% darkness defense ------ Resistance +11% blight +24% darkness +3% nature Spell save +12 (+6 eff.) Silence Resist +20% other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +1 Wil defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +20% other ------- EQ when Hit +0.16 Hate-on-crit +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.5% Attack Speed 100% On-hit +8 acid On-crit, radius 2 +45 fire While equipped: offense ------ Global Speed +7% Ignore resists +7% fire +10% physical +12% all Accuracy +26 (+6 eff.) Ignore Armor +24 On-Hit (Melee): * 10% chance to reduce armor by 21% other ------- Stamina/turn +3.00 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Master/Psionic Weapon Damage 165% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +13 mind On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +6 Cun +2 Wil Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 119% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +7 temporal On Hit: * 10% chance to slow global speed by 41% While equipped: offense ------ Ignore resists +20% lightning When Hit 4 nature defense ------ Resistance +10% temporal Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 133% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +23 cold While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 Ignore resists +10% all Accuracy +7 (+1 eff.) Ignore Armor +10 other ------- Mana/turn +0.12 Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Psionic Weapon Damage 107% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +10 mind On-Hit, radius 1 +8 darkness On Hit: * 20% chance to reduce all saves and defense by 15 While equipped: Stats +3 Wil +2 Cun +2 Con defense ------ Crit Resistance 5.00% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 146% 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 +3.0% Attack Speed 100% On-crit, radius 2 +8 cold On Hit: 20% Curse of Vulnerability level 2 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Damage +6% cold When Hit 6 cold Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 125% 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 +3.0% Attack Speed 100% On-hit +10 light Damage Against +10% Undead While equipped: offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +32% Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 24 fire damage (1/turn) While equipped: Stats +9 Con +10 Wil offense ------ Damage +10% fire Ignore resists +9% fire defense ------ Life +20.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Nature/Psionic Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +12 darkness +12 nature Damage Against +9% Living Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 lightning On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 24 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +6% arcane Ignore resists +15% arcane defense ------ Resistance +3% lightning Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 10% chance to reduce damage dealt by 13% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +15% lightning Ignore resists +10% darkness defense ------ Resistance +9% blight +6% cold Mind save +4 (+1 eff.) other ------- Max psi +18.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +20 fire While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 6 acid Damage +6% acid +9% nature +9% arcane Ignore resists +7% acid defense ------ Resistance +6% acid +5% arcane Life Regen +2.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T1 staff 2H weapon Reqs Mag 25 [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical 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 (+4 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 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 93.87 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% (188). 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. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 15 defense ------ Resistance +6% mind +3% fire Physical save +5 (+3 eff.) other ------- Psi when Hit +0.04 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +3% darkness Crit Resistance 15.00% Physical save +9 (+5 eff.) Spell save +5 (+3 eff.) Mind save +3 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +9% physical Accuracy +15 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +3% lightning Unlife -60.00 life Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spellpower +20 (+11 eff.) Damage +9% blight defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) other ------- Mana-on-crit +1.00 Vim-on-crit +1.00 Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Con +1 Wil defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Life +31.00 other ------- See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Wil offense ------ Damage +6% mind When Hit 4 mind defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +14% cold other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +10% 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 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +14% cold defense ------ Resistance +9% all +21% cold Mind save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 acid defense ------ Armor +3 Resistance +15% acid other ------- Light +3 Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Critical power +5.00% Spellpower +4 (+3 eff.) defense ------ Armor +1 Silence Resist +20% Confus Resist +10% Knockbk Resist +10% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +9% fire Ignore resists +15% light On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Armor +3 Fatigue +2% Resistance +3% acid +6% fire +3% light Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) 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 T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +1 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 98% 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. A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Spellpower/crit +6 On-Hit 6 physical Damage +3% physical defense ------ Armor +7 Crit Resistance 5.00% Spell save +3 (+2 eff.) other ------- Vim-on-crit +2.00 Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+7 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 126% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: Stats +3 Str +3 Dex +2 Cun defense ------ Armor +1 Physical save +6 (+3 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: 10% Set Up level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +9 (+2 eff.) When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Armor +9 Fatigue +1% Resistance +3% mind Unlife -20.00 life A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +5% nature +5% blight A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +7 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% cold Physical save +9 (+5 eff.) Healmod +10% Pinning Resist +20% other ------- See Invisibility +3 Breathe water 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] Nature While equipped: Stats +2 Str offense ------ Physical Crit +3.0% Critical power +10.00% defense ------ Defense +1 (+0 eff.) Resistance +7% lightning +5% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego++] Arcane While equipped: offense ------ Damage +4% darkness +4% temporal +4% light +4% physical defense ------ Defense +1 (+0 eff.) Resistance +3% lightning +4% temporal +4% light +4% fire +4% nature +4% acid +4% blight +4% cold +4% darkness A pointy cloth hat, very wizardly... |
![]() 9.0 Encumbrance T2 light armor [Rare] Nature While equipped: offense ------ Mindpower +15 (+7 eff.) Damage +9% blight Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Mind save +6 (+2 eff.) Life +24.00 A suit of armour made of leather. |
![]() 7.0 Encumbrance T1 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 lightning When Hit 1 lightning defense ------ Armor +2 Fatigue +8% Resistance +11% physical other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +1 Mag offense ------ Damage +6% nature Accuracy +15 (+3 eff.) defense ------ Resistance +11% nature other ------- Max stamina +20.00 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Mag +1 Con offense ------ When Hit 2 cold On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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: defense ------ Armor +2 Defense +15 (+6 eff.) Resistance +3% mind Physical save +12 (+6 eff.) Spell save +3 (+2 eff.) Life +42.00 Life Regen +2.00 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 lite [Rare] Psionic While equipped: offense ------ Damage +3% darkness +9% fire defense ------ Resistance +9% lightning +3% fire Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 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 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-Hit, radius 1 +6 fire Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce fatigue by 20% for 2 turns. 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. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% light defense ------ Resistance +3% blight +6% cold Life +20.00 Teleport Resist +10% other ------- Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (119 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Puts all charms on 13 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 fewq the Ogre Doombringer level 11
12nd Dusk 122nd year of Ascendancy at 03:33 see stats
By fewq the Ogre Doombringer level 5
76th Pyre 122nd year of Ascendancy at 17:41 see stats
By fewq the Ogre Doombringer level 10
3rd Flare 122nd year of Ascendancy at 10:38 see stats
By fewq the Ogre Doombringer level 20
63rd Dusk 122nd year of Ascendancy at 22:46 see stats
By fewq the Ogre Doombringer level 15
29th Dusk 122nd year of Ascendancy at 11:31 see stats
By fewq the Ogre Doombringer level 11
5th Dusk 122nd year of Ascendancy at 11:54 see stats
By fewq the Ogre Doombringer level 11
7th Flare 122nd year of Ascendancy at 06:21 see stats
By fewq the Ogre Doombringer level 16
29th Dusk 122nd year of Ascendancy at 21:48 see stats
Log
Globreda the rattlesnake is disabled.
fewq hits Globreda the rattlesnake for 2 fire damage.
Share the Pain hits Globreda the rattlesnake for 127 physical, 6 physical (133 total damage).
Globreda the rattlesnake hits fewq for 94 physical, 11 arcane (104 total damage).
Fewq casts Hope Wanes.
Globreda the rattlesnake's spirit is broken.
Globreda the rattlesnake's shakes the fear off.
Bleeding from Globreda the rattlesnake hits fewq for 24 physical damage.
Globreda the rattlesnake has finished recovering.
Burning from Fewq hits Globreda the rattlesnake for 5 fire damage.
Globreda the rattlesnake begins to fear you.
Globreda the rattlesnake resists fewq's 'Burning Shock'!
fewq hits Globreda the rattlesnake for 87 physical, 6 physical, 2 fire (94 total damage).
Talent Draining Assault is ready to use.
Bleeding from Globreda the rattlesnake hits fewq for 23 physical damage.
Burning from Fewq hits Globreda the rattlesnake for 3 fire damage.
Fewq's weapon surges with fire!
Fewq's weapon glows with critical power!
fewq hits Globreda the rattlesnake for 48 physical damage.
fewq killed Globreda the rattlesnake!
Fewq has regained its confidence.
Something hits fewq for 145 blight damage.
Bleeding from Globreda the rattlesnake hits fewq for 28 physical damage.
Fewq picks up (B.): Dimwolf (87% power, 18 apr, nature damage).
Bleeding from Globreda the rattlesnake hits fewq for 28 physical damage.
fewq the level 21 ogre doombringer was bludgeoned to death by Globreda the rattlesnake on level 4 of The Maze.