









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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: 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. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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:
Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 |
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 44 / 45% |
Size | medium |
Lifes / Deaths | Killed by Yvuyaratira the thief at level 21 on the 5th Flare 122nd year of Ascendancy at 10:07 / 1 |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 78 (base 37) |
Constitution | 46 (base 12) |
Magic | 107 (base 60) |
Willpower | 109 (base 60) |
Cunning | 97 (base 60) |
Resources
Mana | 968/968 |
Life | 1468/1468 |
Positive | 259/259 |
Stamina | 537/537 |
Paradox | 300 |
Healing Factor | 1.2567804250995 |
Regeneration | 24.012800870207 |
Speed
Mental | -2.7977620220554E-12% |
Attack | -2.7977620220554E-12% |
Movement | +115.21478357189% |
Spell | -2.7977620220554E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
See Stealth | 42.10597996158 |
See Invisible | 42.10597996158 |
Offense: Mainhand
Damage | 219 |
Accuracy | 66 |
Crit Chance | 52% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | 125 |
Accuracy | 66 |
Crit Chance | 58% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 81 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +70% |
Cold | +43% |
All | 0% |
Darkness | +10% |
Temporal | +47% |
Physical | +56% |
Mind | +25% |
Fire | +37% |
Lightning | +48% |
Offense: Damage Penetration
Physical | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 34 (84.687909656376%) |
Defense | 100 |
Ranged Defense | 100 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 51 |
Mental Save | 46 |
Defense: Resistances
Arcane | + 47%( 70%) |
Mind | + 29%( 70%) |
All | + 18%( 70%) |
Lightning | + 36%( 70%) |
Light | + 21%( 70%) |
Temporal | + 44%( 70%) |
Physical | + 39%( 70%) |
Cold | + 29%( 70%) |
Fire | + 23%( 70%) |
Darkness | + 10%( 70%) |
Defense: Immunities
Fear Resistance | 80% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 1086 damage for 6 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 4 turns and blocking 256 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Celestial / Chants | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Weapon Folding |
talent | Phase Pulse |
talent | Temporal Hounds |
talent | Contingency |
talent | Shielding |
talent | Chant of Fortress |
detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
beneficial effect | The target is moving is 105% faster. 3 Celerity |
beneficial effect | Infinite Dungeon Challenge (Level 45): Exterminator Challenge |
beneficial effect | Increases defense by 25. Mobile Defense |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 12): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 13): MultiplicityTurns left: 158 | failed |
Proceed directly to the next Infinite Dungeon level in less than 308 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (308)Turns left: 302 You completed the challenge and received: Random Artifact: Toxincut of clairvoyance [power 12] (20 cooldown) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 23): PacifistYou completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 107 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 28): Rush Hour (107)Turns left: 107 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 50 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 33): Rush Hour (50)Turns left: 50 You completed the challenge and received: Random Artifact: Zeroldir (97% power, 2 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 89 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 35): Rush Hour (89)Turns left: 89 You completed the challenge and received: Random Artifact: Lightblight (32 def, 7 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 37): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 43): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): ExterminatorFoes left: 52 | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 7): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 260 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego+] Arcane While equipped: defense ------ Resistance +6% cold +6% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% 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. |
On head | ![]() 3.0 Encumbrance T2 head armor [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 (+3 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature While equipped: Stats +5 Mag +6 Wil offense ------ Mind Crit +1% Spellpower +6 (+1 eff.) Mindpower +10 (+2 eff.) On-Hit 7 temporal 6 arcane 7 cold On-Ranged-Hit 5 temporal Damage +5% arcane +7% temporal +12% mind +6% cold defense ------ Armor +2 Resistance +8% temporal +5% arcane +7% cold other ------- Light +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. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Ignore resists +20% physical Ignore Armor +1 defense ------ Unlife -40.00 life Fire a magical bolt dealing 385 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage by 22% for 2 turns. 100% to gain a 36% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +10 (+2 eff.) Resistance +22% lightning +3% temporal +3% light Spell save +6 (+2 eff.) Unlife -60.00 life Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Con offense ------ Damage +13% mind When Hit 10 arcane defense ------ Resistance +13% mind +5% arcane Crit Resistance 15.00% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +12 Dex +6 Mag +8 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +0.90 Infravision +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Nature Weapon Damage 126% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +8 mind While equipped: Stats +15 Wil +1 Cun +11 Con offense ------ Mind Crit +2% Mindpower +10 (+2 eff.) defense ------ Resistance +6% fire Life +32.00 other ------- Max hate +10.00 Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +7 Mag +9 Wil +4 Cun offense ------ Spell Crit +5% Damage +3% temporal Against +25% Summoned On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% temporal Resist Against +15% Summoned other ------- Mana/turn +0.18 Max mana +28.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +14 Str +8 Dex +10 Mag +7 Wil +8 Cun +8 Con offense ------ Damage +9% physical Accuracy +10 (+2 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag +1 Wil +1 Cun offense ------ Damage +3% arcane defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 22 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 physical, 5 darkness, 4 cold, 4 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 27 up to 7 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Wil offense ------ Physical Crit +3.0% Critical power +15.00% Spellpower +10 (+2 eff.) Ignore Armor +1 defense ------ Unlife -20.00 life other ------- Masteries +0.11 Cunning/Stealth Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% acid When Hit 4 acid defense ------ Resistance +3% lightning +6% temporal other ------- Masteries +0.11 Technique/Dual techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Resistance +22% lightning +3% light Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% blight defense ------ Resistance +11% blight Spell save +4 (+1 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +12% Physical Power +10 (+2 eff.) Spellpower +16 (+3 eff.) Damage +26% lightning Ignore resists +25% darkness Accuracy +8 (+2 eff.) defense ------ Physical save +11 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) other ------- Mana/turn +0.21 Max mana +54.00 Max positive +10.00 Max negative +10.00 Talents +1 Command Staff This staff offers 20% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 105% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Damage +6% arcane Ignore resists +5% blight Accuracy +6 (+1 eff.) When Hit 2 arcane defense ------ Defense +6 (+1 eff.) Disarm Resist +20% other ------- Mana/turn +0.04 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 102% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature +6 mind On Hit: * 11% chance to reduce all saves and defense by 42 While equipped: Stats +2 Cun +1 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Arcane Weapon Damage 155% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: offense ------ Ignore resists +25% temporal defense ------ Resistance +3% cold +3% fire Mind save +3 (+1 eff.) Life Regen +4.00 Poison Resist +20% Silence Resist +10% Stun Resist +20% Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +4 Cun offense ------ Ignore resists +5% lightning +5% temporal defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 109% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 acid +6 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 128 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +12% acid +3% cold One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 123% Range: 1.0x-1.4x Uses 150% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 light +7 fire While equipped: Stats +2 Wil offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +7 (+1 eff.) Crit Resistance 15.00% Disarm Resist +26% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Master Weapon Damage 97% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Ignore resists +6% physical Accuracy +6 (+1 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane Weapon Damage 105% Range: 1.0x-1.3x Uses 40% Wil, 100% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 fire +7 temporal On-crit, radius 2 +12 darkness +4 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 128 damage On Critical: * Splash the target with acid dealing 213 damage over 5 turns and reducing armor and accuracy by 27 While equipped: defense ------ Resistance +3% darkness +7% temporal Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 107% Range: 1.0x-1.3x Uses 40% Wil, 100% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 128 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 401 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +6 (+1 eff.) When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 42 defense ------ Resistance +3% light Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 131% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +22 lightning +23 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +37% Ignore resists +8% lightning +9% cold Sharp, short and deadly. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex 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. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +1 Str +2 Dex +1 Con defense ------ Resistance +3% blight +3% darkness Spell save +6 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Normal] Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +8 acid While equipped: Stats +2 Str offense ------ Physical Power +9 (+2 eff.) Damage +12% acid Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +8 acid While equipped: Stats +3 Str +3 Con offense ------ Physical Power +8 (+2 eff.) Damage +14% acid defense ------ Defense +5 (+1 eff.) Resistance +3% mind +6% temporal Mind save +6 (+2 eff.) other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 98 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +16 arcane On-crit, radius 2 +16 blight While equipped: offense ------ Ignore resists +20% blight +20% arcane +14% all Accuracy +18 (+4 eff.) Ignore Armor +14 On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 35 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% blight Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Unique] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego++] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag, 40% Wil Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Arcane Vortex level 4 While equipped: Stats +5 Mag offense ------ Spellpower +15 (+3 eff.) Damage +14% arcane Ignore resists +14% all Accuracy +21 (+5 eff.) Ignore Armor +8 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Normal] Weapon Damage 111% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Nature Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Wil, 70% Dex, 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 15 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 286 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 40% Wil, 60% Dex, 120% Mag Damage Bright light Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Master Weapon Damage 165% Range: 1.0x-1.4x Uses 40% Wil, 100% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +20 Ignore Armor +18 Critical Rate +3.0% Capacity 21 On-ranged-hit +20 nature On-crit, radius 2 +20 fire On Hit: * 20% chance to slow global speed by 71% * 20% chance to gain 10% of a turn (3/turn limit) Arrows are used with bows to pierce your foes to death. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 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. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +10% acid defense ------ Resistance +15% acid +7% all other ------- Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Str +1 Dex +10 Mag +10 Wil +2 Cun +4 Con offense ------ Spell Crit +3% Mind Crit +4% Spellpower +4 (+1 eff.) Mindpower +8 (+2 eff.) Damage +12% lightning +16% physical +13% cold +14% arcane +11% temporal defense ------ Armor +6 Resistance +7% lightning +10% cold +11% all Mind save +21 (+7 eff.) other ------- Max mana +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +5 Mag offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Spellpower/crit +6 Damage +9% blight +25% temporal +30% arcane Ignore resists +5% arcane defense ------ Armor +4 Defense +3 (+0 eff.) Resistance +13% all Physical save +21 (+5 eff.) Spell save +3 (+1 eff.) other ------- Max mana +88.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+1 eff.) Fatigue +8% Resistance +10% light +12% darkness A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Mind Crit +1% Critical power +5.00% Spellpower +2 (+0 eff.) Damage +21% physical defense ------ Mind save +5 (+2 eff.) Unlife -40.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Cun +3 Dex defense ------ Resistance +6% lightning +5% light +6% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Resistance +6% fire +5% cold Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% arcane defense ------ Defense +10 (+2 eff.) Resistance +6% darkness +5% arcane +5% light Crit Resistance 10.00% Life +40.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Spell save +6 (+2 eff.) Mind save +7 (+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] Master While equipped: Stats +1 Dex offense ------ Damage +3% lightning Accuracy +10 (+2 eff.) defense ------ Armor +1 Defense +15 (+2 eff.) Fatigue -5% Physical save +7 (+2 eff.) other ------- Encumbrance +23 Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Spellpower +25 (+5 eff.) defense ------ Armor +1 Resistance +25% lightning +7% temporal +6% mind +15% cold Unlife -40.00 life Knockbk Resist +20% other ------- Max mana +80.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% defense ------ Armor +4 Unlife -20.00 life other ------- Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +7 (+1 eff.) defense ------ Armor +5 Fatigue +4% 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] Psionic While equipped: defense ------ Armor +1 Life Regen +3.00 other ------- Stamina/turn +0.60 Max stamina +12.00 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. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: 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+] Master While equipped: Stats +2 Cun +3 Dex offense ------ Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +2 Dex offense ------ Critical power +5.00% Physical Power +10 (+2 eff.) On-Hit 7 acid 8 nature Damage +3% acid +4% nature +6% blight Ignore Shields +10% Accuracy +12 (+3 eff.) defense ------ Armor +2 Resistance +5% acid +6% nature other ------- Mana/turn +0.04 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 [Random Unique] Arcane/Psionic While equipped: Stats +8 Str +3 Mag offense ------ On-Hit 8 mind Damage +4% mind +5% arcane Accuracy +6 (+1 eff.) defense ------ Armor +2 Resistance +6% mind Physical save +6 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +20% other ------- Infravision +2 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +3% cold Spell save +3 (+1 eff.) Silence Resist +10% A cap made of leather. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Healmod +10% 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Mag defense ------ Resistance +3% acid Crit Resistance 15.00% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +9% temporal Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Create a shield absorbing up to 543 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 27% 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 Demari the Skeleton Adventurer level 4
77th Pyre 122nd year of Ascendancy at 11:01 see stats
By Demari the Skeleton Adventurer level 29
11st Dusk 122nd year of Ascendancy at 06:08 see stats
By Demari the Skeleton Adventurer level 29
11st Dusk 122nd year of Ascendancy at 12:08 see stats
By Demari the Skeleton Adventurer level 20
4th Flare 122nd year of Ascendancy at 03:02 see stats
By Demari the Skeleton Adventurer level 28
10th Dusk 122nd year of Ascendancy at 21:21 see stats
By Demari the Skeleton Adventurer level 16
10th Mirth 122nd year of Ascendancy at 17:53 see stats
By Demari the Skeleton Adventurer level 24
3rd Dusk 122nd year of Ascendancy at 11:31 see stats
By Demari the Skeleton Adventurer level 32
18th Dusk 122nd year of Ascendancy at 10:09 see stats
By Demari the Skeleton Adventurer level 41
36th Dusk 122nd year of Ascendancy at 16:20 see stats
By Demari the Skeleton Adventurer level 32
20th Dusk 122nd year of Ascendancy at 02:55 see stats
By Demari the Skeleton Adventurer level 10
1st Mirth 122nd year of Ascendancy at 19:59 see stats
By Demari the Skeleton Adventurer level 20
2nd Flare 122nd year of Ascendancy at 12:53 see stats
By Demari the Skeleton Adventurer level 30
13rd Dusk 122nd year of Ascendancy at 16:42 see stats
By Demari the Skeleton Adventurer level 40
34th Dusk 122nd year of Ascendancy at 09:34 see stats
By Demari the Skeleton Adventurer level 29
11st Dusk 122nd year of Ascendancy at 17:44 see stats
By Demari the Skeleton Adventurer level 40
35th Dusk 122nd year of Ascendancy at 21:31 see stats
By Demari the Skeleton Adventurer level 33
20th Dusk 122nd year of Ascendancy at 15:45 see stats
By Demari the Skeleton Adventurer level 24
2nd Dusk 122nd year of Ascendancy at 18:22 see stats
By Demari the Skeleton Adventurer level 20
4th Flare 122nd year of Ascendancy at 02:06 see stats
By Demari the Skeleton Adventurer level 12
4th Mirth 122nd year of Ascendancy at 21:57 see stats
By Demari the Skeleton Adventurer level 21
5th Flare 122nd year of Ascendancy at 10:07 see stats
Log
You gain 4.49 gold from the melting of chilling voratun greatsword of corruption (170% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun greatmaul 'Blackmight' (181% power, 8 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Eilinessra the Sleetshear (176% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 7.73 gold from the melting of voratun battleaxe of evisceration (171% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of voratun battleaxe 'Beturin' (168% power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 14.30 gold from the melting of thought-forged voratun battleaxe of enduring (169% power, 4 apr).
You gain 12.39 gold from the melting of greater dragonbone magestaff of protection (136% power, 6 apr, fire element).
You gain 13.70 gold from the melting of bloodlich's dragonbone magestaff (136% power, 6 apr, cold element).
You gain 23.34 gold from the melting of Chyrach the dragonbone magestaff (136% power, 6 apr, lightning element).
You gain 7.02 gold from the melting of ethereal elven-wood magestaff of might (129% power, 5 apr, arcane element).
You gain 13.00 gold from the melting of Gravitational Staff (136% power, 8 apr, physical element).
You gain 6.82 gold from the melting of blighted ash vilestaff of breaching (111% power, 3 apr, acid element).
You gain 10.71 gold from the melting of restful voratun amulet of soulsearing.
You gain 1.56 gold from the melting of shielding rune (absorb 330; dur 7; cd 17).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.53 gold from the melting of regeneration infusion of the wizard (heal 609; 12 cd).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 4.50 gold from the melting of heroism infusion (die at -250; dur 7; cd 32).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 0.71 gold from the melting of healing infusion (heal 70; cd 12).
You gain 2.72 gold from the melting of steam generator implant (steam 9).
Accepted quest 'Infinite Dungeon Challenge (Level 45): Exterminator'! (Press 'j' to see the quest log)
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the east (grave wight)).
Galen's Flowing Robe activates and resets Demari's Contingency cooldown!