









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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 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: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Sun Paladin |
Level / Exp | 38 / 88% |
Size | big |
Lifes / Deaths | Killed by shadowblade at level 20 on the 21st Haze 122nd year of Ascendancy at 04:10 2 / 5Killed by Xanekira the xaren at level 22 on the 4th Allure 123rd year of Ascendancy at 03:52 Killed by Aderiann the skeleton magus at level 30 on the 2nd Mirth 123rd year of Ascendancy at 20:03 Killed by Beolin's Inner Demon at level 32 on the 7th Mirth 123rd year of Ascendancy at 21:37 Killed by Greater Mummy Lord at level 38 on the 79th Dusk 123rd year of Ascendancy at 01:12 |
Primary Stats
Strength | 90 (base 61) |
Dexterity | 14 (base 13) |
Constitution | 54 (base 36) |
Magic | 91 (base 59) |
Willpower | 19 (base 11) |
Cunning | 17 (base 14) |
Resources
Life | 1254/1254 |
Positive | 81/81 |
Stamina | 254/254 |
Healing Factor | 1.1497803169826 |
Regeneration | 0.28744507924565 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 6 |
See Invisible | 7 |
Offense: Mainhand
Damage | 168 |
Accuracy | 50 |
Crit Chance | 52% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Light | +39% |
Fire | +18% |
All | 0% |
Offense: Damage Penetration
Blight | +15% |
Physical | +19% |
Light | +20% |
Temporal | +25% |
Defense: Base
Armour (hardiness) | 69.551211628464 (83.607947236566%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 32 |
Physical Save | 50 |
Spell Save | 51 |
Mental Save | 21 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 29%( 70%) |
Cold | + 60%( 70%) |
All | + 3%( 70%) |
Lightning | + 42%( 70%) |
Light | + 18%( 70%) |
Temporal | + 6%( 70%) |
Mind | + 15%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 45%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Disarm Resistance | 18% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 77 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 215 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. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -708 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 708 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 554% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 646 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Weapon of Light |
talent | Second Life |
talent | Righteous Strength |
talent | Chant of Resistance |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 513. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed mummified bone. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +7% blight +8% darkness other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 42 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +4 Str offense ------ Ignore Armor +10 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 15 light On-Ranged-Hit 14 light Damage +11% light defense ------ Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +9 Str +3 Wil +5 Con offense ------ Physical Power +9 (+3 eff.) Spellpower +9 (+3 eff.) Mindpower +7 (+4 eff.) other ------- Light +2 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master/Psionic Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +14 darkness Damage Against +17% Living On Hit: * 20% chance to slow global speed by 41% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +9.0% Physical Power +14 (+4 eff.) Ignore resists +19% physical defense ------ Resistance +12% lightning +3% temporal +3% darkness Disarm Resist +18% Massive two-handed swords. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +20.0% Spell Crit +18% Mind Crit +13% Critical power +11.00% Ignore resists +20% light +25% temporal Accuracy +30 (+10 eff.) Ignore Armor +2 When Hit 6 physical defense ------ Armor +3 Fatigue +5% Resistance +15% light other ------- Max stamina +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +6 Con defense ------ Armor +32 Hardiness +10% Defense +20 (+10 eff.) Fatigue +15% Resistance +25% darkness +25% fire Physical save +40 (+12 eff.) Healmod -30% Stun Resist +40% Knockbk Resist +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +8 Mag +4 Con offense ------ Ignore resists +15% blight When Hit 10 arcane defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +20% cold 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 T5 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +1 Wil defense ------ Resistance +10% lightning +12% mind Crit Resistance 5.00% Stun Resist +32% other ------- Light +3 Infravision +2 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 12 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 24%, your defense is increased by 24 and all your resistances by 24%. 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 [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 151.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 369 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 209 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 593 damage for 5 turns. 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. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 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... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +3% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +4% acid +5% fire +5% cold +5% lightning Accuracy +6 (+2 eff.) Ignore Armor +10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% light +12% mind Ignore resists +10% mind +20% acid When Hit 4 mind defense ------ Resistance +27% acid +6% mind other ------- Masteries +0.28 Technique/Two-handed assault Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 332 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% light +11% cold Ignore resists +5% mind +5% light defense ------ Resistance +15% mind +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex +5 Mag +4 Wil +1 Con defense ------ Armor +8 Resistance +6% nature Crit Resistance 5.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Accuracy +10 (+4 eff.) On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Armor +2 Resistance +6% nature +6% cold Physical save +7 (+2 eff.) Spell save +8 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +6 Dex offense ------ Damage +15% fire +12% nature +18% mind Accuracy +11 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +6% mind +6% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Accuracy +12 (+4 eff.) Ignore Armor +9 When Hit 2 nature defense ------ Defense +9 (+4 eff.) Resistance +6% nature +2% physical Physical save +3 (+1 eff.) Spell save +6 (+2 eff.) Poison Resist +20% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: defense ------ Armor +6 Defense +15 (+7 eff.) Resistance +3% physical +5% arcane +6% darkness Crit Resistance 15.00% Poison Resist +20% Silence Resist +29% other ------- Mana/turn +0.21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+4 eff.) Ignore Armor +11 defense ------ Defense +14 (+7 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 87% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +16% nature defense ------ Fatigue -8% Resistance +32% nature other ------- Encumbrance +24 Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Mind Crit +8% Spellpower +15 (+4 eff.) Spellpower/crit +12 Damage +30% acid +21% temporal Ignore resists +16% mind +15% temporal On-Hit (Melee): * 21% chance to reduce all saves and defense by 16 defense ------ Anomaly Control +21 other ------- EQ when Hit +0.28 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +39.00% Spellpower +33 (+9 eff.) On-Hit 35 fire Damage +30% temporal other ------- Mana/turn +0.25 See Invisibility +15 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+3 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Rare] Arcane Weapon Damage 63.0 - 94.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +21 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage While equipped: Stats +2 Dex defense ------ Resistance +6% light +15% blight Physical save +12 (+4 eff.) other ------- Light +2 Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 68.0 - 102.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +8 nature On-crit, radius 2 +12 arcane While equipped: Stats +7 Str +7 Mag +6 Wil offense ------ Spellpower +12 (+3 eff.) Damage +16% physical Accuracy +9 (+3 eff.) defense ------ Resistance +12% nature Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Arcane Weapon Damage 63.5 - 95.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +28 blight +16 light On-Hit, radius 1 +12 acid +21 temporal +8 arcane On Hit: * 21% chance to reduce armor by 37% * 41% chance to reduce strength, dexterity, and constitution by 27 While equipped: offense ------ Damage +15% light +18% temporal Ignore resists +20% arcane Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego] Arcane Weapon Damage 66.5 - 99.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 fire While equipped: Stats +12 Mag +10 Wil offense ------ Spellpower +20 (+5 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Rare] Master Weapon Damage 61.0 - 97.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +8 mind On-crit, radius 2 +12 mind While equipped: offense ------ Damage +6% mind +21% light Ignore resists +25% light defense ------ Resistance +9% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +20 (+5 eff.) Damage +6% physical Accuracy +10 (+4 eff.) defense ------ Defense +14 (+7 eff.) Disarm Resist +65% other ------- Max stamina +20.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 64.5 - 103.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +63 lightning +63 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +16.0% Move Speed +55% Ignore resists +24% lightning +16% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Rare] Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Str +2 Mag +4 Con offense ------ Accuracy +14 (+5 eff.) defense ------ Armor +4 Defense +25 (+12 eff.) Resistance +6% mind +9% temporal Physical save +6 (+2 eff.) Disarm Resist +55% other ------- Light +3 Infravision +3 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +45 acid +22 nature While equipped: Stats +9 Str offense ------ Damage +9% physical Ignore resists +12% acid +13% nature Accuracy +18 (+7 eff.) Ignore Armor +11 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Physical Power +11 (+3 eff.) Ignore resists +12% physical defense ------ Disarm Resist +25% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Master Weapon Damage 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage +9% lightning +9% acid Ignore resists +26% lightning When Hit 4 acid 11 fire On-Hit (Melee): * 21% chance to reduce armor by 37% defense ------ Resistance +6% lightning +18% fire +9% acid Blunt and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +11 lightning +10 cold On Critical: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Move Speed +24% Ignore resists +8% lightning +8% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego] Nature/Disrupt Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +11 nature On Hit: * 18 arcane resource burn Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +28 lightning +28 cold While equipped: Stats +3 Str offense ------ Move Speed +35% Damage +13% physical Ignore resists +21% lightning +21% cold Accuracy +13 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Rare] Psionic Weapon Damage 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +21 light +12 darkness +25 mind On-Hit, radius 1 +16 fire On-crit, radius 2 +21 darkness On Hit: * 21% chance to reduce damage dealt by 14% * 35% chance to reduce all saves and defense by 16 While equipped: Stats +7 Cun +6 Wil offense ------ Ignore resists +25% lightning defense ------ Resistance +15% lightning +9% fire +12% light Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Normal] 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 (+3 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. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego+] Disrupt/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +7 Cun +5 Wil offense ------ Mindpower +11 (+6 eff.) Ignore resists +8% physical On-Hit (Ranged): * 15 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +6.0% Accuracy +13 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego++] Master Weapon Damage 64.0 - 89.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +35.5% Capacity 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Rare] Nature Weapon Damage 52.0 - 72.8 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 20 On-ranged-hit +50 lightning +21 darkness +21 cold On-Hit, radius 1 +21 darkness +12 mind On-crit, radius 2 +23 lightning +8 cold +21 darkness On Hit: * 21% chance to reduce damage dealt by 14% * 21% chance to reduce all saves and defense by 16 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+8 eff.) Ranged Defense +15 (+7 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Psionic While equipped: Stats +4 Wil +11 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire other ------- Mana/turn +0.24 Psi/turn +0.18 Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +13 (+4 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +11 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +8 Mag offense ------ Spellpower +5 (+1 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +9 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +10 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +8 (+2 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +6 Mag offense ------ Spellpower +11 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Normal] While equipped: Stats +5 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% cold +15% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% arcane +15% cold +15% darkness +21% light defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance +31% light -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Nature While equipped: Stats +5 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% arcane +15% cold +15% darkness +19% nature defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance +28% nature -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Nature While equipped: Stats +5 Mag offense ------ Spellpower +9 (+3 eff.) Damage +15% arcane +15% cold +15% darkness +12% nature defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance +18% nature -25% fire Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +12 (+3 eff.) Damage +15% cold +25% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire other ------- Max mana +66.00 Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego] Arcane While equipped: Stats +9 Mag offense ------ Spellpower +11 (+3 eff.) Damage +15% cold +30% arcane +15% darkness defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire other ------- Max mana +74.00 Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego+] Arcane While equipped: Stats +12 Mag offense ------ Spellpower +10 (+3 eff.) Damage +17% temporal +15% darkness +15% cold +15% arcane +23% light defense ------ Armor +9 Defense +11 (+5 eff.) Fatigue +2% Resistance +12% light +17% temporal +6% darkness -25% fire Life +60.00 other ------- Light +4 Decaying mummy wrappings. |
![]() 6.0 Encumbrance T4 mummy armor [Ego+] Arcane While equipped: Stats +6 Wil +11 Mag offense ------ Spell Crit +5% Spellpower +19 (+5 eff.) Damage +11% temporal +15% cold +15% darkness +39% arcane defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +2% Resistance -25% fire other ------- Max mana +64.00 Decaying mummy wrappings. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +5% Spellpower +4 (+1 eff.) Damage +23% physical defense ------ Resistance +15% all +23% physical Spell save +20 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: offense ------ On-Hit 8 fire On-Ranged-Hit 8 fire defense ------ Armor +20 Defense +20 (+10 eff.) Fatigue +8% Resistance +24% fire +14% physical A suit of armour made of leather. |
![]() 17.0 Encumbrance T4 massive armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con defense ------ Armor +13 Fatigue +22% Life +111.00 Life Regen +3.00 Healmod +15% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +5% acid +10% fire On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Fatigue -5% Resistance +6% acid +27% fire +12% darkness other ------- Encumbrance +25 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +7 Dex +5 Cun +5 Con offense ------ Physical Crit +9.0% Mind Crit +11% Accuracy +30 (+10 eff.) other ------- Stamina/turn +3.00 Light +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 327, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Critical power +20.00% Damage +3% physical Ignore Armor +3 defense ------ Armor +10 Defense +7 (+3 eff.) Physical save +13 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+10 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Defense +15 (+7 eff.) Resistance +9% nature +3% temporal Spell save +10 (+3 eff.) Cut Resist +20% Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% cold When Hit 4 arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con offense ------ Critical power +5.00% Damage +3% light +6% mind Ignore resists +10% light defense ------ Defense +1 (+0 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Ignore resists +5% mind When Hit 4 mind defense ------ Defense +1 (+0 eff.) Physical save +9 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Unlife -60.00 life other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Str +5 Mag +3 Wil +4 Cun offense ------ Mind Crit +5% defense ------ Defense +2 (+1 eff.) Resistance +9% light Spell save +6 (+2 eff.) Knockbk Resist +10% other ------- Infravision +3 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% acid On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +3 (+1 eff.) Resistance +6% acid +9% fire +13% cold +3% nature +37% lightning Spell save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +15% temporal Ignore resists +26% arcane defense ------ Defense +3 (+1 eff.) Resistance +15% acid +6% temporal +6% light +9% fire +12% cold Healmod +20% 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 T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 29% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +29% Confus Resist +20% Stun Resist +35% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Physical Power +30 (+8 eff.) defense ------ Armor +13 Defense +20 (+10 eff.) Resistance +9% lightning other ------- Stamina/turn +0.70 Max stamina +29.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% 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] Master While equipped: defense ------ Armor +8 Defense +15 (+7 eff.) Fatigue +3% Resistance +6% darkness Crit Resistance 5.00% Unlife -60.00 life other ------- Stamina/turn +0.50 Max stamina +19.00 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 T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +8% Mind Crit +6% Critical power +7.00% Ignore resists +10% physical Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +12% darkness other ------- Stamina/turn +3.00 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Disrupt While equipped: offense ------ When Hit: * 29 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +20% blight +20% darkness +14% arcane Affinity +10% nature Spell save +45 (+13 eff.) other ------- Masteries +0.20 Wild-gift/Antimagic 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 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Con offense ------ Damage +10% arcane defense ------ Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 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... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +2 Con offense ------ Physical Power +25 (+7 eff.) Mindpower +4 (+2 eff.) Damage +3% lightning Accuracy +10 (+4 eff.) defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Str +4 Mag +4 Wil +3 Con offense ------ Physical Crit +1.0% Spellpower +4 (+1 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +3% acid other ------- Max stamina +20.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +10% fire +8% cold other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Str +13 Wil offense ------ Physical Crit +4.0% Mind Crit +5% Physical Power +20 (+5 eff.) Accuracy +32 (+11 eff.) defense ------ Armor +5 Fatigue +5% Resistance +24% blight Crit Resistance 15.00% Mind save +14 (+7 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +7 Con defense ------ Armor +12 Defense +6 (+3 eff.) Fatigue +5% Resistance +7% all Physical save +11 (+3 eff.) A cap made of leather. |
![]() 1.0 Encumbrance T3 head armor Reqs Wil 20 [Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +5 Cun offense ------ Spell Crit +2% Mindpower +14 (+7 eff.) Damage +10% blight +25% arcane When Hit 10 vim draining blight On-Hit (Melee): * 20% chance to reduce damage dealt by 14% defense ------ Resistance +5% arcane other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 25 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 14% and all saves by 23, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +25 (+7 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 37% defense ------ Armor +8 Fatigue +4% Unlife -40.00 life other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +2 Cun +5 Wil offense ------ Physical Power +10 (+3 eff.) Accuracy +25 (+9 eff.) Ignore Armor +4 defense ------ Armor +5 Fatigue +5% Resistance +11% blight Mind save +9 (+4 eff.) other ------- Infravision +3 See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Con offense ------ Physical Crit +6.0% defense ------ Armor +5 Fatigue +5% Resistance +15% cold +16% mind +9% nature Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life Cut Resist +20% other ------- Max stamina +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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 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 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 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 T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 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 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Spell Crit +1% Spellpower +25 (+7 eff.) Ignore resists +5% arcane +10% mind defense ------ Resistance +6% light Physical save +9 (+3 eff.) Mind save +8 (+4 eff.) Blind Resist +20% other ------- Light +4 Infravision +3 See Stealth +14 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +4 Cun +2 Dex offense ------ Damage +24% fire +10% light +6% arcane When Hit 8 arcane defense ------ Resistance +8% darkness Affinity +5% light other ------- Light +6 See Invisibility +9 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 204.88 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +5.0% Damage +6% acid Ignore resists +25% physical defense ------ Resistance +6% darkness other ------- Max stamina +20.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Physical Crit +7.0% defense ------ Defense +9 (+4 eff.) Physical save +10 (+3 eff.) Spell save +18 (+6 eff.) Mind save +16 (+8 eff.) Unlife -80.00 life other ------- Stamina/turn +3.00 Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 564.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Dex +1 Mag +3 Wil +3 Cun +4 Con offense ------ Damage +3% cold Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ When Hit 6 cold defense ------ Resistance +5% arcane Physical save +18 (+6 eff.) Mind save +18 (+9 eff.) Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% nature defense ------ Resistance +18% acid +6% light +20% blight +12% fire +15% nature Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +24% nature +9% cold When Hit 11 cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% lightning +18% fire +9% darkness +9% light Spell save +19 (+6 eff.) Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 110. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 410 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 368 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Sting an enemy dealing 380 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +10% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 defense ------ Resistance +6% blight +6% lightning Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1046 Base Damage: 453 Armor: 34 All Resist: 23 Puts all charms on 25 turn cooldown 100% to increase all damage by 17% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spell Crit +6% Critical power +15.00% Damage +6% blight On-Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to reduce armor by 37% defense ------ Resistance +12% acid other ------- Max vim +50.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +5 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +10 (+3 eff.) Mindpower +30 (+15 eff.) Ignore resists +15% mind When Hit 4 arcane defense ------ Resistance +27% fire other ------- Max vim +50.00 Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 90. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Ego+] Arcane While equipped: other ------- Wards +2 acid +3 fire +4 arcane +3 mind Talents +1 Ward Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 17, power 89 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 19 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Beolin the Ogre Sun Paladin level 32
7th Mirth 123rd year of Ascendancy at 07:12 see stats
By Beolin the Ogre Sun Paladin level 24
17th Regrowth 123rd year of Ascendancy at 15:45 see stats
By Beolin the Ogre Sun Paladin level 31
5th Mirth 123rd year of Ascendancy at 09:42 see stats
By Beolin the Ogre Sun Paladin level 34
6th Flare 123rd year of Ascendancy at 20:53 see stats
By Beolin the Ogre Sun Paladin level 15
67th Dusk 122nd year of Ascendancy at 06:57 see stats
By Beolin the Ogre Sun Paladin level 23
8th Regrowth 123rd year of Ascendancy at 09:00 see stats
By Beolin the Ogre Sun Paladin level 9
7th Flare 122nd year of Ascendancy at 22:52 see stats
By Beolin the Ogre Sun Paladin level 33
2nd Flare 123rd year of Ascendancy at 04:32 see stats
By Beolin the Ogre Sun Paladin level 36
11st Dusk 123rd year of Ascendancy at 01:10 see stats
By Beolin the Ogre Sun Paladin level 19
8th Haze 122nd year of Ascendancy at 21:20 see stats
By Beolin the Ogre Sun Paladin level 25
23rd Regrowth 123rd year of Ascendancy at 21:22 see stats
By Beolin the Ogre Sun Paladin level 30
61st Pyre 123rd year of Ascendancy at 17:56 see stats
By Beolin the Ogre Sun Paladin level 24
17th Regrowth 123rd year of Ascendancy at 13:59 see stats
By Beolin the Ogre Sun Paladin level 10
6th Dusk 122nd year of Ascendancy at 17:50 see stats
By Beolin the Ogre Sun Paladin level 20
11st Haze 122nd year of Ascendancy at 02:52 see stats
By Beolin the Ogre Sun Paladin level 30
37th Pyre 123rd year of Ascendancy at 21:39 see stats
By Beolin the Ogre Sun Paladin level 21
21st Haze 122nd year of Ascendancy at 11:57 see stats
By Beolin the Ogre Sun Paladin level 26
33rd Regrowth 123rd year of Ascendancy at 12:06 see stats
By Beolin the Ogre Sun Paladin level 17
78th Dusk 122nd year of Ascendancy at 05:23 see stats
By Beolin the Ogre Sun Paladin level 33
2nd Flare 123rd year of Ascendancy at 10:11 see stats
By Beolin the Ogre Sun Paladin level 20
21st Haze 122nd year of Ascendancy at 04:04 see stats
By Beolin the Ogre Sun Paladin level 8
10th Mirth 122nd year of Ascendancy at 09:53 see stats
By Beolin the Ogre Sun Paladin level 24
17th Regrowth 123rd year of Ascendancy at 15:45 see stats
By Beolin the Ogre Sun Paladin level 8
9th Mirth 122nd year of Ascendancy at 04:30 see stats
By Beolin the Ogre Sun Paladin level 36
31st Dusk 123rd year of Ascendancy at 18:41 see stats
By Beolin the Ogre Sun Paladin level 27
65th Regrowth 123rd year of Ascendancy at 08:22 see stats
By Beolin the Ogre Sun Paladin level 23
10th Regrowth 123rd year of Ascendancy at 20:57 see stats
By Beolin the Ogre Sun Paladin level 17
78th Dusk 122nd year of Ascendancy at 01:46 see stats
By Beolin the Ogre Sun Paladin level 30
3rd Mirth 123rd year of Ascendancy at 15:25 see stats
Log
Ran for 2 turns (stop reason: taken damage).
Talent Absorption Strike is ready to use.
Rotting Disease from Greater Mummy Lord hits Beolin for 26 blight damage.
Beolin the level 38 ogre sun paladin was infected to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Rotting Disease from Greater Mummy Lord killed Beolin!
Saving game...
Saving done.
Resting starts...
Talent Rune: Stormshield is ready to use.
Talent Mark of Light is ready to use.
Beolin activates Righteous Strength.
Talent Healing Light is ready to use.
Talent Infusion: Movement is ready to use.
Talent Rune: Reflection Shield is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Ogric Wrath is ready to use.
Talent Weapon of Wrath is ready to use.
Talent Weapon of Light is ready to use.
Beolin activates Weapon of Wrath.
Beolin activates Weapon of Light.
Talent Chant of Resistance is ready to use.
Talent Second Life is ready to use.
Beolin activates Second Life.
Talent Writ Large is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
Beolin activates Chant of Resistance.