











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 25 / 26% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 13 on the 26th Dusk 122nd year of Ascendancy at 16:47 0 / 8Killed by elven blood mage at level 13 on the 26th Dusk 122nd year of Ascendancy at 21:38 Killed by snow giant thunderer at level 14 on the 59th Dusk 122nd year of Ascendancy at 09:21 Killed by Cyrura the bandit at level 15 on the 61st Dusk 122nd year of Ascendancy at 12:03 Killed by multi-hued drake at level 16 on the 4th Haze 122nd year of Ascendancy at 18:27 Killed by Salemira the heavy bone giant at level 17 on the 10th Allure 123rd year of Ascendancy at 15:37 Killed by blade horror at level 24 on the 28th Pyre 123rd year of Ascendancy at 09:21 Killed by Zubetha the elven guard at level 25 on the 63rd Pyre 123rd year of Ascendancy at 15:07 |
Primary Stats
| Strength | 56 (base 41) |
| Dexterity | 89 (base 54) |
| Constitution | 31 (base 16) |
| Magic | 14 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 42 (base 16) |
Resources
| Life | -96/638 |
| Stamina | 7/192 |
| Healing Factor | 1.1658714593978 |
| Regeneration | 6.1208251618384 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 31.051968732286 |
| See Invisible | 31.051968732286 |
Offense: Mainhand
| Damage | 139 |
| Accuracy | 67 |
| Crit Chance | 48% |
| APR | 26 |
| Speed | 0.95 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +3% |
| Physical | +5% |
| All | 0% |
Offense: Damage Penetration
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 19 (63.914983985962%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Arcane | + 17%( 70%) |
| Temporal | + 24%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 64% |
| Stun Resistance | 55% |
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 88% |
Inscriptions (4/4)
| 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 363 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 477 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 5 times. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed giant spider spinneret. * You've found the needed vial of squid ink. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed electric eel tail. * You've found the needed minotaur nose. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | scholar's pair of rough leather boots of disengagement (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats Cun +3, Dex +2 offense ------ Spellpower +4 (+2 eff.) defense ------ Armor +1 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. 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 168% 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. |
| Quiver | barbed quiver of elven-wood arrows of crippling (19/20, 56-78 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego++] Master Weapon Damage 55.5 - 77.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +21.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | nightwalker's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Resistance +3% all Spell save +8 (+4 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm of trickery (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Cun +3, Dex +3 offense ------ Ignore Armor +5 defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | quick elven-wood wand of shielding [power 224] (3/14 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a shield absorbing up to 224 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel opal ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +6, Con +6 offense ------ Critical power +10.00% Damage +3% arcane defense ------ Resistance +5% arcane Physical save +8 (+2 eff.) Life +30.00 Life Regen +5.00 Disarm Resist +24% Pinning Resist +24% Stun Resist +25% Knockbk Resist +31% Rings make your fingers look great! |
| On fingers | steel opal ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 offense ------ Accuracy +10 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+2 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around waist | blurring rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Dex +3, Cun +4, Lck +6 defense ------ Defense +9 (+2 eff.) Stealth +12 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
| In main hand | Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats Dex +3 offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | marauder's hardened leather armour of Toknor (11 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Master While equipped: Stats Str +5, Dex +7 offense ------ Physical Crit +5.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +6 Defense +11 (+3 eff.) Fatigue +8% Physical save +14 (+4 eff.) A suit of armour made of leather. |
| Cloak | linen cloak 'Stormravage' (17 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Con +2 offense ------ Ignore resists +10% light Accuracy +5 (+1 eff.) When Hit 2 physical defense ------ Defense +17 (+4 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | stabilizing steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +4 defense ------ Resistance +13% temporal Pinning Resist +20% Knockbk Resist +27% Amulets make your neck look great! |
Inventory
heroism infusion of the duelist (die at -474; dur 5; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -474 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 948 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion (speed 640%; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 568%; cd 18)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 568% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (222.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 222.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 232; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 231.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the titan (range 4; phase 14; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 5; phase 16; cd 20)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 129; cd 15)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 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 129 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 45; cd 15)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 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 45 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 223; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 290; dur 4; cd 14)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 290 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature, +11% blight Poison Resist +20% Disease Resist +20% Amulets make your neck look great! |
cleansing steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats Cun +3 defense ------ Resistance +11% nature, +15% blight Poison Resist +22% Disease Resist +23% Amulets make your neck look great! |
insulating steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Str +3 defense ------ Resistance +10% fire, +10% cold Amulets make your neck look great! |
restful steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats Dex +3 defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
serendipitous gold amulet0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats Lck +7 offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +6 (+1 eff.) Resist unseen 13% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
Manalin0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: defense ------ Resistance +3% physical Life Regen +7.00 Confus Resist +20% Pinning Resist +20% Stun Resist +30% Teleport Resist +10% Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats Cun +6 offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 43 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
gold onyx ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats Str +3, Dex +3, Mag +7, Wil +3 Cun +8, Con +3 offense ------ Spellpower +9 (+2 eff.) Damage +14% blight, +17% mind +6% nature On-Hit (Melee): * 10% chance to slow global speed by 42% * 20% chance to reduce all saves and defense by 17 defense ------ Resistance +17% mind, +14% blight Rings make your fingers look great! |
marksman's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+1 eff.) Rings make your fingers look great! |
mule's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +22 Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats Wil +3 defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats Cun +3 offense ------ Damage +11% acid defense ------ Defense +6 (+1 eff.) Resistance +22% acid Rings make your fingers look great! |
savior's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Physical save +8 (+2 eff.) Spell save +10 (+5 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight, +20 fire While equipped: Stats Mag +5 defense ------ Resistance +10% blight, +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
enhanced ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon [Ego++] Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats Str +8, Dex +6, Mag +8 Wil +17, Cun +6, Con +18 defense ------ Life +15.00 Longbows are used to shoot arrows at your foes. |
throat-seeking yew longbow of piercing4.0 Encumbrance T3 longbow 2H weapon [Ego++] Disrupt/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 nature On Critical: * silences the target While equipped: offense ------ Ignore resists +11% nature, +12% all Accuracy +12 (+3 eff.) Ignore Armor +8 Longbows are used to shoot arrows at your foes. |
epiphanous thorny mindstar (10-10 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +9 (+5 eff.) Damage +5% mind other ------- Psi-on-crit +1.00 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. |
blazebringer's hardened leather sling4.0 Encumbrance T3 sling 1H weapon [Ego+] Nature Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-crit, radius 2 +10 fire While equipped: offense ------ Global Speed +3% Ignore resists +6% fire Slings are used to hurl stones or metal shots at your foes. |
cleansing hardened leather belt of life1.0 Encumbrance T3 belt armor [Ego] Nature/Disrupt While equipped: defense ------ Resistance +6% acid, +8% blight Life Regen +1.10 Healmod +16% A belt that goes around your waist. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Cun +3, Wil +4 offense ------ Against +15% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
cashmere cloak 'Zeriyagund' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +7, Wil +6 offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +3 (+1 eff.) Spellpower/crit +2 Ignore resists +10% blight defense ------ Defense +2 (+0 eff.) Fatigue -3% Spell save +5 (+3 eff.) Mind save +7 (+3 eff.) other ------- Max mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of the Shaloren (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats Dex +3, Mag +1, Wil +2, Cun +3 offense ------ Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of hardened leather boots 'Bokyfang' (0 def, 5 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Lck +8, Dex +5 defense ------ Armor +5 Resistance +12% cold Crit Resistance 15.00% Stealth +5 Confus Resist +10% Teleport Resist +10% A pair of boots made of leather. |
pair of hardened leather boots of evasion (10 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +3 Defense +10 (+2 eff.) Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 34 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Glorotira' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Wil +2, Cun +3, Con +3 offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +5 Fatigue +2% Resistance +1% physical other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Icemoon the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +8% Mind Crit +10% Critical power +8.00% Mindpower +20 (+10 eff.) Damage +6% mind, +9% cold defense ------ Armor +2 other ------- Max psi +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats Cun +4, Wil +4 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
blighted hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats Str +4 offense ------ Physical Power +8 (+3 eff.) On-Hit 6 blight Damage +5% blight defense ------ Armor +2 Resistance +7% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Master While equipped: Stats Str +4 offense ------ Physical Power +12 (+4 eff.) defense ------ Armor +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats Str +3 offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.90 Max stamina +17.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats Mag +5, Wil +5 offense ------ Spell Crit +3% Spellpower +11 (+3 eff.) On-Hit 6 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane other ------- Mana/turn +0.19 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats Dex +3 offense ------ Accuracy +16 (+4 eff.) defense ------ Armor +2 Physical save +5 (+1 eff.) Mind save +6 (+3 eff.) Disarm Resist +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betowe (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +3 offense ------ Mind Crit +2% defense ------ Armor +1 Fatigue +1% Resistance +5% cold Spell save +3 (+2 eff.) other ------- Mana-on-crit +2.00 Breathe water A cap made of leather. |
Emurialaith the Demonarc (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +3 offense ------ Damage +9% darkness, +18% temporal Ignore resists +5% light When Hit 8 darkness defense ------ Armor +1 Fatigue +1% other ------- Light +2 A cap made of leather. |
bladed iron helm of strength (+5) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats Str +5 defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 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 146.5 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Issiregochak' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +4, Wil +3 offense ------ Critical power +15.00% Physical Power +7 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% cold, +3% temporal +12% darkness, +6% physical Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) A cap made of leather. |
thaloren dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats Dex +5, Wil +5 defense ------ Armor +4 Fatigue +4% Resistance +8% blight Mind save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening stralite mail armour of delving (4 def, 8 armour)14.0 Encumbrance T4 heavy armor [Ego++] Master/Psionic While equipped: Stats Str +7, Wil +6, Cun +4 defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +14% darkness, +9% physical Mind save +17 (+8 eff.) other ------- Light +1 Track: Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats Con +4 defense ------ Armor +6 Defense +12 (+3 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+3 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
mummy wrappings of Angolwen (5 def, 2 armour)6.0 Encumbrance T4 mummy armor [Ego+] Arcane While equipped: Stats Wil +4, Mag +12 offense ------ Spellpower +23 (+6 eff.) Spellpower/crit +5 Damage +15% cold, +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+1 eff.) Fatigue +2% Resistance -25% fire Silence Resist +23% Decaying mummy wrappings. |
barbed quiver of yew arrows of crippling (17/17, 46-64 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego++] Master Weapon Damage 45.5 - 63.7 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +22.0% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
66 alchemist agate0.0 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)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. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle"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. |
3 emerald0.0 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. |
jade0.0 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. |
2 turquoise0.0 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 lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+2 eff.) defense ------ Resistance +3% all Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 61.88 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
bloodstone0.0 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. |
4 garnet0.0 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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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. |
Transmogrification Chest2.0 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. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind, +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
cleansing steel torque of gale force [power 155] (3/13 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 163 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of clear mind [power 2] (3/22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of mindblast [power 165] (3/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
10 amethyst0.0 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. |
Eclipsepeal [power 160] (3/13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness, +25% cold When Hit 6 cold defense ------ Resistance +6% lightning, +9% darkness Fire a magical bolt dealing 160 lightning damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of clairvoyance [power 10] (3/13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating elm wand of shielding [power 122] (3/17 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 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. |
2 quartz0.0 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. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By Try Again the Halfling Archer level 11
5th Flare 122nd year of Ascendancy at 23:11 see stats
Earth Master
Killed Harkor'Zun.By Try Again the Halfling Archer level 20
6th Pyre 123rd year of Ascendancy at 21:08 see stats
Exterminator
Killed 1000 creatures.By Try Again the Halfling Archer level 17
24th Regrowth 123rd year of Ascendancy at 13:55 see stats
Level 10
Got a character to level 10.By Try Again the Halfling Archer level 10
8th Mirth 122nd year of Ascendancy at 00:04 see stats
Level 20
Got a character to level 20.By Try Again the Halfling Archer level 20
33rd Regrowth 123rd year of Ascendancy at 22:39 see stats
Poisonous
Sided with the assassin lord.By Try Again the Halfling Archer level 24
54th Pyre 123rd year of Ascendancy at 18:32 see stats
Size matters
Did over 600 damage in one attack.By Try Again the Halfling Archer level 20
46th Regrowth 123rd year of Ascendancy at 19:21 see stats
The Arena
Unlocked Arena mode.By Try Again the Halfling Archer level 7
78th Pyre 122nd year of Ascendancy at 13:27 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Try Again the Halfling Archer level 24
57th Pyre 123rd year of Ascendancy at 11:59 see stats
The secret city
Discovered the truth about mages.By Try Again the Halfling Archer level 12
13rd Dusk 122nd year of Ascendancy at 06:43 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Try Again the Halfling Archer level 24
57th Pyre 123rd year of Ascendancy at 09:34 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Try Again the Halfling Archer level 18
26th Regrowth 123rd year of Ascendancy at 05:25 see stats
Unstoppable
Returned from the dead.By Try Again the Halfling Archer level 17
10th Allure 123rd year of Ascendancy at 15:37 see stats
You were not supposed to see that!
Read a Forbidden Tome.By Try Again the Halfling Archer level 23
15th Pyre 123rd year of Ascendancy at 18:53 see stats
Log
Try Again is no longer evading attacks.
Weakness Disease from Elven cultist hits Try Again for 44 blight damage.
Decrepitude Disease from Elven cultist hits Try Again for 34 blight damage.
The shield around elven blood mage crumbles.
Zubetha the elven guard loses 5 health to the entropy.
Zubetha the elven guard casts Netherblast.
Try Again is wreathed in entropy.
Elven corruptor casts Blood Spray.
Elven blood mage is afflicted by a rotting disease!
Try Again tries to evade attacks.
Elven corruptor hits Try Again for 140 blight damage.
Elven corruptor hits Elven blood mage for 93 blight damage.
Elven blood mage casts Blood Spray.
Elven blood mage's spell attains critical power!
Elven blood mage hits Try Again for 127 blight damage.
Try Again uses Shoot Down.
Try Again shoots down 'Zubetha the elven guard's Netherblast'!
Zubetha the elven guard hits Elven blood mage for 117 temporal, 121 darkness (239 total damage).
Try Again deactivates Aim.
Talent Concealment is ready to use.
Weakness Disease from Elven cultist hits Try Again for 44 blight damage.
Decrepitude Disease from Elven cultist hits Try Again for 34 blight damage.
Elven blood mage rearms.
Zubetha the elven guard loses 6 health to the entropy.
Rotting Disease from Elven corruptor hits Elven blood mage for 18 blight damage.
Zubetha the elven guard casts Rift Cutter.
Zubetha the elven guard hits Try Again for 116 darkness damage.
Try Again the level 25 halfling archer was shadowed to death by Zubetha the elven guard on level 1 of Dark crypt.
You are no longer encumbered.


























































































































