









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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:
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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Necromancer |
Level / Exp | 24 / 70% |
Size | medium |
Lifes / Deaths | Killed by Ivita the gigantic corrosive tunneler at level 24 on the 54th Haze 122nd year of Ascendancy at 08:57 / 1 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 25 (base 10) |
Magic | 80 (base 54) |
Willpower | 20 (base 15) |
Cunning | 58 (base 42) |
Resources
Life | -404/338 |
Mana | 210/351 |
Soul | 12/14 |
Healing Factor | 1.2645178243369 |
Regeneration | 4.9948454061306 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 6 |
See Stealth | 45.84903874937 |
See Invisible | 45.84903874937 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 36 |
Accuracy | 21 |
Crit Chance | 20% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +24% |
Temporal | +3% |
Blight | +12% |
Arcane | +49% |
Cold | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +8% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 36 |
Mental Save | 27 |
Defense: Resistances
Blight | + 28%( 70%) |
Arcane | + 29%( 70%) |
Mind | + 28%( 70%) |
All | + 24%( 70%) |
Darkness | + 33%( 70%) |
Light | + 28%( 70%) |
Temporal | + 34%( 70%) |
Physical | + 24%( 70%) |
Cold | + 47%( 70%) |
Fire | + 28%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 43% |
Confusion Resistance | 20% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 57 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 256.00 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 Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 grave | active |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed red crystal shard. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Ignore resists +8% physical defense ------ Armor +3 Fatigue -6% Resistance +6% blight Physical save +9 (+4 eff.) Unlife -60.00 life Silence Resist +20% other ------- Encumbrance +22 Rush: Puts all charms on 22 turn cooldown Effective talent level: 2.0 Power cost 22 out of 25/25. Range 7 Cooldown: 30 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. A pair of boots made of leather. |
Light source | ![]() 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 131.57 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 131.57 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. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +7 Mag +5 Con offense ------ Damage +3% temporal +18% arcane +6% darkness Ignore resists +15% nature When Hit 8 nature defense ------ Defense +3 (+3 eff.) Resistance +12% nature Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +25 (+8 eff.) defense ------ Resistance +6% mind Confus Resist +20% Stun Resist +20% other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 360 physical damage Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +3.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con +4 Wil offense ------ Damage +12% blight +13% cold On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 30 defense ------ Resistance +6% temporal +26% cold Spell save +12 (+5 eff.) Mind save +8 (+4 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Power +15 (+8 eff.) Accuracy +15 (+7 eff.) defense ------ Defense +5 (+4 eff.) Resistance +6% fire +5% cold Unlife -60.00 life other ------- Max stamina +10.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +2% Spellpower +13 (+3 eff.) Damage +9% arcane +18% darkness defense ------ Resistance +7% darkness +7% temporal Life Regen +0.70 Healmod +14% Out-of-Phase Defense +26 Out-of-Phase Resistance +22% Out-of-Phase Resilience +24% other ------- Max mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag defense ------ Armor +2 Resistance +6% light +5% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 90.84 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+4 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Critical power +20.00% Physical Power +10 (+5 eff.) defense ------ Defense +7 (+5 eff.) Resistance +1% physical Unlife -40.00 life 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 [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. 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 increase movement speed by 564% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance 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 13%, your defense is increased by 13 and all your resistances by 13%. 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 |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Magic 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 |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 35% faster, and you are invisible (power 9). 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 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. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +16% lightning Stun Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ When Hit 8 cold defense ------ Resistance +3% lightning +3% darkness +6% blight +6% nature +5% arcane Poison Resist +11% Disease Resist +12% Knockbk Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% light defense ------ Defense +6 (+4 eff.) Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Physical save +7 (+3 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% fire defense ------ Resistance +26% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +15% nature defense ------ Defense +4 (+3 eff.) Resistance +30% nature Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Mind Crit +2% Critical power +12.00% Spellpower +20 (+5 eff.) Mindpower +10 (+3 eff.) Damage +15% darkness Ignore Shields +12% defense ------ Defense +10 (+6 eff.) Resistance +3% mind Shield Power +7% other ------- Mana/turn +0.10 Hate-on-crit +2.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Con offense ------ Physical Crit +7.0% Spell Crit +4% Physical Power +5 (+3 eff.) Spellpower +19 (+5 eff.) Damage +15% fire Ignore resists +15% lightning Accuracy +7 (+3 eff.) defense ------ Resistance +6% darkness Spell save +6 (+3 eff.) Life Regen +1.50 Healmod +22% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Ego] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +15% fire defense ------ Defense +5 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 122.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Critical power +13.00% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Defense +7 (+5 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 122.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +16 (+4 eff.) Damage +22% blight other ------- Max mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% cold defense ------ Defense +7 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 122.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% arcane defense ------ Defense +5 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 122.90 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Mind Crit +2% Critical power +13.00% Physical Power +15 (+8 eff.) Spellpower +9 (+2 eff.) Damage +20% physical Ignore resists +25% physical other ------- Max stamina +30.00 Max psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 107 cold damage (1/turn) On Critical: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +12 (+6 eff.) Damage +16% cold Ignore resists +13% cold Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 25.0 - 40.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +10 (+5 eff.) Ignore Armor +9 Massive two-handed swords. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 33.0 - 52.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +20 lightning +37 cold +16 fire On Hit: * 20% chance to reduce armor by 40% While equipped: offense ------ Move Speed +52% Ignore resists +17% lightning +17% cold +15% acid On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Weapon Damage 39.0 - 62.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+4 eff.) defense ------ Defense +10 (+6 eff.) Disarm Resist +31% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 34.5 - 55.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: defense ------ Resistance +10% acid +16% lightning +13% cold +10% fire +6% all Spell save +7 (+3 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +9 (+4 eff.) Ignore Armor +6 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Str offense ------ Damage +7% physical Accuracy +5 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +5% all Accuracy +6 (+3 eff.) Ignore Armor +7 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 22.5 - 31.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 30 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Disrupt Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +8 Dex offense ------ Physical Power +20 (+10 eff.) Ignore Armor +2 defense ------ Defense +10 (+6 eff.) Resistance +10% acid +9% lightning +10% cold +9% fire +4% all Spell save +5 (+2 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 blight On-Hit, radius 1 +9 fire On Hit: * 7% chance to reduce strength, dexterity, and constitution by 30 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +3 Wil +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Resistance +6% nature +12% cold One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 darkness On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: Stats +3 Dex offense ------ Combat Speed +10% Damage +6% darkness Accuracy +11 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +18% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature/Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 mind On Hit: * 14% chance to reduce all saves and defense by 27 While equipped: Stats +9 Wil +3 Cun +8 Con defense ------ Life +10.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 7 lightning 5 mind 6 darkness Damage +6% lightning +4% mind +4% darkness Ignore resists +6% lightning defense ------ Resistance +5% lightning 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind 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% On-Hit, radius 1 +8 light On Hit: * 20% chance to reduce armor by 40% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +12.00% Mindpower +6 (+2 eff.) Damage +2% nature When Hit 6 acid defense ------ Resistance +5% blight Healmod +16% Heal-on-summon +24 Disease Resist +13% 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. |
![]() 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: Stats +2 Cun +4 Wil offense ------ Mind Crit +3% Critical power +9.00% Mindpower +6 (+2 eff.) defense ------ Spell save +3 (+1 eff.) 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. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +8.5% Attack Speed 100% On Hit: * 5% chance to slow global speed by 54% * 9% chance to reduce armor by 40% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 9.0 - 9.9 Mind 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 +3% Mindpower +6 (+2 eff.) Damage +4% nature defense ------ Resistance +3% blight Mind save +4 (+2 eff.) Disease Resist +15% 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Weapon Damage 7.0 - 7.7 Mind 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 +3% Mindpower +6 (+2 eff.) defense ------ Resistance +3% all Life +15.00 Life Regen +0.50 other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 8.0 - 8.8 Mind 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 +3% Mindpower +6 (+2 eff.) On-Hit 4 lightning 2 physical 4 fire 5 acid 4 cold defense ------ Resistance +4% lightning +4% physical +2% cold +4% fire +5% acid Life +18.00 Life Regen +1.10 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. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Master/Steamtech Weapon Damage 12.5 - 18.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +19 Uses 1.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +7 (+3 eff.) Ignore Armor +9 defense ------ Armor +3 Defense +4 (+3 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Steamtech Weapon Damage 23.0 - 34.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +5 nature Uses 1.0 Steam While equipped: offense ------ On-Hit 5 cold When Hit 4 ice defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +5 Con other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 198 life over 5 turns Puts all charms on 17 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +9% all Accuracy +17 (+8 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-Hit, radius 1 +8 nature While equipped: Stats +3 Str +2 Wil offense ------ Physical Power +7 (+4 eff.) Damage +9% mind Ignore resists +25% mind other ------- Psi when Hit +0.12 Max hate +4.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 acid While equipped: Stats +3 Str offense ------ Physical Power +7 (+4 eff.) Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Master Weapon Damage 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +2.0% Capacity 25 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 On-Hit, radius 1 +20 nature On-crit, radius 2 +12 nature +20 mind On Hit: * 20% chance to slow global speed by 54% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +2 Mag offense ------ Physical Crit +6.0% Physical Power +7 (+4 eff.) Damage +6% cold +6% fire defense ------ Armor +4 Fatigue +8% Resistance +12% cold other ------- Infravision +2 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str offense ------ When Hit 3 fire defense ------ Armor +6 Fatigue +8% Resistance +10% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 11 cold When Hit 2 ice defense ------ Armor +6 Fatigue +8% Resistance +19% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Resistance +13% mind other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Damage +8% temporal +6% physical Ignore resists +7% temporal +8% physical defense ------ Resistance +9% all Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Con offense ------ Critical power +5.00% Damage +6% cold +13% nature +9% mind When Hit 6 mind defense ------ Resistance +18% lightning +11% all Mind save +6 (+3 eff.) Poison Resist +34% Disease Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Disrupt/Psionic While equipped: offense ------ Damage +10% mind When Hit: * 3% chance to slow global speed by 54% * 5 arcane resource burn defense ------ Resistance +10% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +16 (+4 eff.) Damage +12% temporal +5% arcane +8% all defense ------ Resistance +11% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +5% nature defense ------ Resistance +11% all Poison Resist +25% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +4 Mag +4 Wil offense ------ Damage +20% lightning defense ------ Resistance +30% lightning +15% all Spell save +12 (+5 eff.) other ------- Mana-on-crit +2.00 Max vim +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: offense ------ Damage +12% nature +3% darkness When Hit 4 darkness On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Resistance +16% mind +6% nature +6% darkness Mind save +15 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+4 eff.) Fatigue +7% Life +22.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego] Disrupt/Psionic While equipped: defense ------ Armor +6 Defense +9 (+6 eff.) Fatigue +8% Resistance +12% blight +7% mind +10% nature Mind save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+6 eff.) Fatigue +8% Life +24.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +7 Dex +3 Mag +5 Wil +4 Cun offense ------ Move Speed +20% defense ------ Armor +6 Defense +11 (+7 eff.) Fatigue +8% Life +42.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Random Unique] Master While equipped: offense ------ Damage +3% lightning Ignore resists +15% lightning +15% fire When Hit 2 fire defense ------ Armor +11 Defense +2 (+2 eff.) Fatigue +7% Resistance +20% acid +5% physical Physical save +16 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Life +29.00 Life Regen +3.90 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Disrupt While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +11% nature +12% blight A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane/Psionic While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% mind +11% light +12% darkness Mind save +14 (+7 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Physical Crit +2.0% Damage +3% light +3% blight defense ------ Fatigue -4% Resistance +3% blight Physical save +6 (+3 eff.) other ------- Encumbrance +27 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 [Ego] Arcane While equipped: defense ------ Fatigue -5% Resistance +5% light +5% darkness other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Str +4 Dex +7 Cun +6 Lck offense ------ Physical Crit +2.0% defense ------ Defense +5 (+4 eff.) Resistance +3% physical Stealth +8 other ------- Disarm Traps +7 Hate-on-crit +2.00 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Critical power +20.00% Physical Power +4 (+2 eff.) Damage +12% acid defense ------ Physical save +3 (+1 eff.) Spell save +10 (+4 eff.) other ------- See Invisibility +12 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Con offense ------ Ignore resists +10% arcane defense ------ Defense +1 (+1 eff.) Resistance +12% darkness +12% temporal Mind save +3 (+2 eff.) Blind Resist +20% Poison Resist +20% Disease Resist +10% Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +2 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +7 Wil offense ------ Spell Crit +4% Damage +3% arcane defense ------ Armor +1 other ------- Max mana +60.00 Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex defense ------ Armor +1 Resistance +3% acid Spell save +3 (+1 eff.) Stealth +6 Life +40.00 Cut Resist +10% Stun Resist +20% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% acid Ignore resists +20% acid defense ------ Armor +3 Resistance +2% physical +17% cold +10% fire +12% mind +5% arcane A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.50 Max stamina +15.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +8 Dex offense ------ Damage +6% darkness +15% cold Ignore resists +10% cold When Hit 8 cold defense ------ Armor +5 Defense +14 (+8 eff.) Resistance +9% cold A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +1 Wil +3 Con offense ------ Damage +9% cold defense ------ Armor +4 Fatigue -1% Physical save +7 (+3 eff.) Unlife -60.00 life other ------- Encumbrance +25 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 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +25% acid defense ------ Armor +4 Fatigue +3% Resistance +12% darkness +15% acid Physical save +10 (+5 eff.) Spell save +9 (+4 eff.) Mind save +8 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +1 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +3% arcane Accuracy +6 (+3 eff.) defense ------ Armor +1 Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 6 darkness Damage +5% darkness Accuracy +13 (+6 eff.) defense ------ Armor +2 Resistance +7% darkness 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +13 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 8 fire Damage +5% fire Accuracy +10 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 15 arcane resource burn defense ------ Armor +3 Fatigue +5% Spell save +11 (+5 eff.) 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. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +15% darkness Shield Power +6% Life Regen +2.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Defense +2 (+2 eff.) Shield Power +8% Life Regen +2.20 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Defense +2 (+2 eff.) Resistance +6% fire +7% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +5% darkness +3% temporal +6% light +6% physical defense ------ Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Wil +2 Cun offense ------ Physical Power +10 (+5 eff.) Damage +3% arcane Ignore Armor +5 defense ------ Armor +3 Fatigue +1% Physical save +3 (+1 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% mind +13% cold defense ------ Defense +7 (+5 eff.) Resistance +6% lightning +19% cold +9% nature Confus Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Mag +4 Wil offense ------ Physical Power +8 (+4 eff.) Ignore resists +15% mind defense ------ Armor +3 Fatigue +3% Resistance +5% acid +5% physical +15% cold +19% fire +7% lightning Crit Resistance 10.00% Physical save +8 (+4 eff.) other ------- See Invisibility +6 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +3% Resistance +10% lightning +5% temporal A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Mag +2 Con +8 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +12% acid defense ------ Armor +5 Fatigue +3% Resistance +8% fire +7% cold other ------- Light +1 Infravision +2 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+5 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 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. |
![]() 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 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind 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. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 43 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +6 Str +4 Dex +2 Con offense ------ Damage +6% arcane other ------- Mana-on-crit +1.00 Infravision +1 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 [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% Damage +6% darkness Ignore resists +5% cold When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +3% lightning While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance 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 T2 torque charm [Rare] Psionic While equipped: Stats +1 Str +4 Dex offense ------ On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +6% light +3% cold other ------- See Invisibility +12 Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil +3 Con offense ------ Critical power +5.00% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Dex +3 Con offense ------ Physical Crit +4.0% other ------- Stamina/turn +2.00 Wards +3 mind +3 cold +4 darkness +3 temporal Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (260 total damage) Puts all charms on 13 turn cooldown 100% to reduce fatigue by 24% for 2 turns. 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Rymeaald the Higher Necromancer level 10
3rd Flare 122nd year of Ascendancy at 11:11 see stats
By Rymeaald the Higher Necromancer level 10
7th Mirth 122nd year of Ascendancy at 00:12 see stats
By Rymeaald the Higher Necromancer level 20
17th Haze 122nd year of Ascendancy at 02:31 see stats
By Rymeaald the Higher Necromancer level 23
30th Haze 122nd year of Ascendancy at 11:44 see stats
By Rymeaald the Higher Necromancer level 13
68th Dusk 122nd year of Ascendancy at 14:30 see stats
By Rymeaald the Higher Necromancer level 7
2nd Mirth 122nd year of Ascendancy at 09:36 see stats
By Rymeaald the Higher Necromancer level 10
2nd Dusk 122nd year of Ascendancy at 09:50 see stats
By Rymeaald the Higher Necromancer level 17
5th Haze 122nd year of Ascendancy at 15:19 see stats
Log
Rymeaald hits Ivita the gigantic corrosive tunneler for (54 to psi shield), 115 darkness (115 total damage).
Rymeaald hits Yvitta the sandworm for 373 darkness damage.
Rymeaald hits Xuth the black ooze for 335 darkness damage.
Rymeaald hits Black ooze for 426 darkness damage.
Spikes of Decrepitude hits Ivita the gigantic corrosive tunneler for (8 to psi shield), 4 cold, (8 to psi shield), 4 darkness (8 total damage).
Spikes of Decrepitude hits Ivita the gigantic corrosive tunneler for (8 to psi shield), 4 cold, (8 to psi shield), 4 darkness (8 total damage).
Blue jelly's Slime Spit hits Rymeaald for 83 cold damage.
Rymeaald is on fire!
Talent Invoke Darkness is ready to use.
Burning from Xuth the black ooze hits Rymeaald for 38 fire damage.
Spikes of Decrepitude hits Ivita the gigantic corrosive tunneler for (8 to psi shield), 4 cold, (8 to psi shield), 4 darkness (8 total damage).
Spikes of Decrepitude hits Red jelly for 17 cold, 21 darkness (38 total damage).
Spikes of Decrepitude hits Xuth the black ooze for 23 cold, 19 darkness (42 total damage).
Spikes of Decrepitude hits Blue jelly for 17 cold, 21 darkness (38 total damage).
Ivita the gigantic corrosive tunneler's Beyond the Flesh performs a melee critical strike against Rymeaald!
Rymeaald is cut deeply.
Ivita the gigantic corrosive tunneler's Beyond the Flesh hits Rymeaald for 115 physical, 5 mind, 22 physical (141 total damage).
Melee retaliation hits Ivita the gigantic corrosive tunneler for 3 nature damage.
Rymeaald unleashes a blast of frostdusk as he crosses the veil!
Rymeaald hits Ivita the gigantic corrosive tunneler for (33 to psi shield), 18 cold, (33 to psi shield), 17 darkness (35 total damage).
Rymeaald is covered in acid!
Rymeaald hits Ivita the gigantic corrosive tunneler for 10 physical, (3 to psi shield), 1 mind (11 total damage).
Ivita the gigantic corrosive tunneler uses Kinetic Strike.
Ivita the gigantic corrosive tunneler performs a melee critical strike against Rymeaald!
Rymeaald shrugs off the effect 'Pinned to the ground'!
Ivita the gigantic corrosive tunneler hits Rymeaald for 383 physical damage.
Melee retaliation hits Ivita the gigantic corrosive tunneler for 3 nature damage.
Rymeaald the level 24 higher necromancer was eviscerated to death by Ivita the gigantic corrosive tunneler on level 1 of Sandworm lair.