










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 36 / 29% |
Size | big |
Lifes / Deaths | Killed by Beludhemina the vampire lord at level 36 on the 58th Regrowth 123rd year of Ascendancy at 17:21 / 1 |
Primary Stats
Strength | 63 (base 13) |
Dexterity | 57 (base 24) |
Constitution | 21 (base 10) |
Magic | 121 (base 60) |
Willpower | 44 (base 10) |
Cunning | 101 (base 60) |
Resources
Life | -132/1211 |
Mana | 256/480 |
Stamina | 209/290 |
Steam | 100/100 |
Healing Factor | 1.224804467222 |
Regeneration | 22.352681526801 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15.999999999999% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 67.520685357865 |
See Invisible | 77.520685357865 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 58 |
Accuracy | 53 |
Crit Chance | 31% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Physical | +35% |
Cold | +31% |
All | 0% |
Darkness | +18% |
Light | +9% |
Temporal | +11% |
Mind | +15% |
Lightning | +88% |
Nature | +3% |
Offense: Damage Penetration
Physical | +15% |
Lightning | +35% |
Nature | +25% |
Darkness | +5% |
Blight | +5% |
Arcane | +5% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (48.304188961773%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 40 |
Mental Save | 48 |
Defense: Resistances
Acid | + 33%( 70%) |
Physical | + 29%( 70%) |
Cold | + 53%( 70%) |
All | + 26%( 70%) |
Darkness | + 33%( 70%) |
Light | + 33%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 35%( 70%) |
Mind | + 28%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 15% |
Disarm Resistance | 100% |
Knockback Resistance | 15% |
Stun Resistance | 80% |
Silence Resistance | 71% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 7 times. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 879% 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 Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 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 35 up to 9 times. Its effects scale with your Magic stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (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 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 270. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of faeros ash. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Physical save +9 (+4 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 35 power out of 21/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% light +3% darkness Ignore resists +10% lightning defense ------ Resistance +9% darkness +6% lightning Life +42.00 other ------- Light +4 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 T3 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +6% physical Ignore resists +10% lightning defense ------ Armor +4 Fatigue +4% Resistance +7% cold +7% fire +4% physical Unlife -40.00 life Silence Resist +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% lightning +6% temporal +15% darkness Ignore resists +5% darkness +15% lightning When Hit 4 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 24% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 331 physical damage Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Cun +9 Wil offense ------ Damage +6% mind Ignore resists +10% nature defense ------ Mind save +12 (+4 eff.) Life +95.00 Life Regen +18.00 Healmod +13% Silence Resist +31% other ------- Mana/turn +0.26 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +7 Dex offense ------ Physical Power +10 (+3 eff.) Spellpower +23 (+5 eff.) Mindpower +7 (+2 eff.) Move Speed +16% Ignore resists +5% blight Accuracy +17 (+5 eff.) defense ------ Defense +10 (+4 eff.) Resistance +9% light +3% mind Crit Resistance 5.00% Mind save +3 (+1 eff.) Stun Resist +30% Blinding Speed: Puts all charms on 28 turn cooldown Effective talent level: 5.5 Power cost 28 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +5 Mag +5 Wil offense ------ Spell Crit +3% Critical power +5.00% Ignore resists +15% physical defense ------ Armor +6 Resistance +5% fire +8% cold Mind save +9 (+3 eff.) Life +63.00 other ------- Stamina/turn +0.30 Mana/turn +0.30 Psi/turn +0.30 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +25.00% Spellpower +13 (+3 eff.) Damage +9% mind +25% lightning Ignore resists +5% arcane +5% mind When Hit 8 arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 other ------- Mana/turn +4.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 4 Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil +3 Cun offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 5 temporal On-Ranged-Hit 7 temporal Damage +5% temporal defense ------ Armor +5 Defense +5 (+2 eff.) Fatigue +3% Resistance +6% temporal Mind save +11 (+4 eff.) Life +40.00 Disarm Resist +100% other ------- Mana/turn +0.22 Talents +5 Iron Grip Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +9 arcane On Hit: 10% Elemental Bolt level 3 On Hit: 10% Battle Shout level 3 On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +20 Str +8 Dex +18 Mag +19 Wil +8 Cun +8 Con offense ------ Damage +51% lightning +23% physical +3% nature +31% cold Ignore resists +15% nature When Hit 6 cold On-Hit (Melee): * 10% chance to slow global speed by 56% defense ------ Resistance +41% lightning +22% cold +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +20.00% Damage +9% acid +6% physical When Hit 2 physical defense ------ Defense +2 (+1 eff.) Resistance +9% acid +30% lightning Unlife -40.00 life Stun Resist +50% 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 T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 42 power out of 60/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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: Cooldown: 13 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 36 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. 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: 12 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 165 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 410 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 18 up to 5 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 184% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 28. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 316.11 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 11] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (11% blight, mind and acid affinity). Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. 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] Nature While equipped: Stats +6 Str offense ------ Physical Crit +3.0% Physical Power +15 (+5 eff.) Damage +6% fire Ignore Armor +5 defense ------ Resistance +12% mind Confus Resist +23% other ------- Max stamina +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +1 Mag offense ------ On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +16% lightning +5% arcane Cut Resist +20% Stun Resist +34% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+7 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +4 Con offense ------ Critical power +10.00% Ignore resists +15% arcane When Hit 8 arcane defense ------ Armor +10 Defense +15 (+5 eff.) Physical save +14 (+7 eff.) Life +49.00 Life Regen +6.00 other ------- Max stamina +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Dex +14 Cun +13 Con offense ------ Move Speed +20% On-Hit 10 darkness 8 light Damage +20% light +11% darkness On-Hit (Melee): * 10% chance to slow global speed by 56% When Hit: * 10% chance to reduce damage dealt by 24% * 13% chance to blind defense ------ Fatigue -10% Resistance +12% nature Life Regen +6.00 other ------- Stamina/turn +1.60 Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Stun Resist +21% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +22% other ------- Encumbrance +21 Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 18.14 cold and 18.69 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 42 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +1 Wil +3 Cun +2 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +4 (+2 eff.) Blind Resist +26% other ------- Hate-on-crit +4.00 Infravision +4 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Con offense ------ Damage +10% light +3% acid On-Hit (Melee): * 10% chance to reduce armor by 45% defense ------ Defense +6 (+2 eff.) Resistance +20% light +9% acid Spell save +10 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness On-Hit (Melee): * 10% chance to slow global speed by 56% * 20% chance to reduce damage dealt by 24% defense ------ Resistance +24% lightning Life +42.00 Life Regen +9.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life +24.00 Disarm Resist +22% Pinning Resist +26% Knockbk Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +13% physical defense ------ Resistance +13% physical Mind save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun defense ------ Defense +8 (+3 eff.) Mind save +7 (+2 eff.) Confus Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Con offense ------ On-Hit 7 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 29 defense ------ Spell save +12 (+4 eff.) other ------- Hate-on-crit +2.00 Max stamina +16.00 Max hate +7.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 4.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Psionic While equipped: Stats +11 Cun +5 Wil offense ------ Mindpower +10 (+3 eff.) On-Hit 7 physical On-Ranged-Hit 8 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 29 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 29 other ------- Hate-on-crit +1.00 Max hate +9.00 Bleeding Edge: Puts all charms on 14 turn cooldown Effective talent level: 5.5 Power cost 14 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +14% blight defense ------ Resistance +14% blight Physical save +12 (+6 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +6 (+2 eff.) Damage +16% acid Ignore resists +25% lightning +15% acid defense ------ Resistance +6% acid +9% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Normal] Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 27.0 - 40.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +20 physical On-Hit, radius 1 +14 fire While equipped: Stats +3 Str +2 Dex offense ------ Critical power +10.00% Damage +18% physical Accuracy +30 (+9 eff.) defense ------ Defense +10 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 47.0 - 75.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +30 acid +27 nature On Critical: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +9 (+3 eff.) Ignore resists +20% acid +21% nature Ignore Armor +12 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master Weapon Damage 34.5 - 48.3 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Power +5 (+1 eff.) Ignore resists +9% physical defense ------ Disarm Resist +18% Sharp, long, and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 126 damage While equipped: Stats +2 Cun +5 Str offense ------ Damage +9% mind Ignore resists +10% cold defense ------ Resistance +9% cold Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 blight On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Resonance +21% Damage +12% lightning +12% cold +6% mind +10% physical Ignore resists +8% mind defense ------ Defense +10 (+4 eff.) Resistance +6% mind +12% blight Physical save +6 (+3 eff.) Spell save +7 (+3 eff.) Mind save +6 (+2 eff.) Pinning Resist +31% other ------- EQ when Hit +1.10 Psi when Hit +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +8 Dex offense ------ Damage +15% blight Ignore resists +12% physical On-Hit (Ranged): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +3% blight Physical save +6 (+3 eff.) Life +80.00 Disease Resist +20% Cut Resist +20% Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Wil offense ------ On shield block: * Deals 159 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +10 Fatigue +8% Resistance +15% cold +15% physical Windwall +60 Slow Projectiles +27% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +9% darkness +13% fire Ignore resists +10% darkness +10% lightning defense ------ Resistance +19% fire +20% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +0 Wil +0 Cun +0 Con offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +7 Mag offense ------ Spellpower +18 (+4 eff.) Damage +24% arcane +17% light +7% all Ignore resists +20% mind defense ------ Armor +8 Defense +31 (+11 eff.) Resistance +9% light +6% mind +9% darkness +13% all Life +42.00 other ------- Max mana +54.00 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Damage +10% lightning defense ------ Resistance +15% lightning +13% all Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +5 (+1 eff.) defense ------ Resistance +5% blight +15% all Mind save +15 (+5 eff.) Life +70.00 Life Regen +1.90 Healmod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun +5 Str offense ------ Damage +6% nature When Hit 2 light defense ------ Armor +10 Defense +8 (+3 eff.) Fatigue +12% Resistance +24% darkness +7% physical +3% nature +22% light Mind save +10 (+3 eff.) other ------- Light +2 Track: Puts all charms on 21 turn cooldown Effective talent level: 4.2 Power cost 21 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 12 acid 14 fire When Hit 11 acid 11 fire defense ------ Armor +14 Defense +13 (+5 eff.) Fatigue +12% Resistance +14% acid +15% fire Mind save +18 (+6 eff.) A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Ignore resists +10% acid defense ------ Armor +4 Resistance +5% light +6% darkness other ------- Stamina/turn +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str defense ------ Resistance +18% fire Life +33.00 Pinning Resist +10% Knockbk Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Critical power +6.00% Physical Power +4 (+1 eff.) Accuracy +10 (+3 eff.) defense ------ Physical save +12 (+6 eff.) Unlife -20.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +6% acid +3% temporal +6% blight Crit Resistance 10.00% Physical save +9 (+4 eff.) Life +32.00 Life Regen +2.00 Healmod +5% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil +5 Con offense ------ Damage +6% physical defense ------ Defense +1 (+1 eff.) Resistance +0% lightning Life +31.00 other ------- Infravision +2 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 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +1 Con offense ------ Spell Crit +4% Ignore resists +5% blight +10% arcane On-Hit (Melee): * 10% chance to reduce armor by 45% defense ------ Defense +1 (+1 eff.) other ------- Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +0% lightning +11% cold Crit Resistance 5.00% Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Cun +4 Wil defense ------ Armor +1 Resistance +9% light Silence Resist +23% Confus Resist +22% Stun Resist +20% other ------- Light +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% lightning When Hit 2 fire defense ------ Armor +3 Fatigue +2% Resistance +6% fire +5% cold Physical save +6 (+3 eff.) Life Regen +4.00 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: Stats +5 Wil offense ------ Spell Crit +2% Spellpower +30 (+6 eff.) Damage +15% lightning +6% arcane Ignore resists +10% nature Ignore Shields +30% defense ------ Armor +10 Fatigue +3% other ------- Mana-on-crit +2.00 Infravision +3 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 [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Silence Resist +34% Confus Resist +30% Stun Resist +27% Blink to a nearby random location (rad 9) Puts all charms on 18 turn cooldown 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 T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Wil +3 Mag offense ------ On-Hit 8 lightning Damage +5% arcane +5% lightning Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +5% lightning Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +28% other ------- Mana-on-crit +2.00 Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 arcane On-crit, radius 2 +5 arcane +7 lightning On Hit: 10% Lightning Breath level 3 On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +21% lightning +6% acid Accuracy +6 (+2 eff.) When Hit 8 acid On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Armor +2 Physical save +7 (+3 eff.) Mind save +7 (+2 eff.) Disarm Resist +25% Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +6 Dex +1 Wil +3 Con offense ------ On-Hit 8 darkness Damage +5% darkness Accuracy +24 (+7 eff.) defense ------ Armor +2 Resistance +8% darkness other ------- Light +1 Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +3 Critical Rate +14.0% Attack Speed 100% On Hit: 20% Moonlight Ray level 3 On Hit: * 7% chance to reduce damage dealt by 24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Str +2 Cun +6 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% nature other ------- Infravision +2 See Invisibility +9 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +18% mind defense ------ Armor +2 Fatigue +3% Resistance +6% nature Crit Resistance 5.00% Physical save +3 (+1 eff.) Unlife -80.00 life Life Regen +5.00 Silence Resist +20% other ------- Stamina/turn +1.00 Max stamina +16.00 Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature While equipped: Stats +3 Wil offense ------ Spellpower +6 (+2 eff.) Damage +6% light +3% temporal +8% darkness +6% physical defense ------ Defense +2 (+1 eff.) Resistance +9% lightning +14% temporal +5% arcane Physical save +3 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +1.40 Mana when Hit +1.50 Max mana +56.00 Manaflow: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 21 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +11 Str +2 Wil offense ------ Ignore resists +25% darkness defense ------ Armor +1 Fatigue +1% Resistance +7% lightning +7% temporal other ------- See Invisibility +6 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore Armor +2 defense ------ Armor +6 Defense +25 (+9 eff.) Fatigue +1% Resistance +1% physical +3% all Physical save +6 (+3 eff.) Life +20.00 Confus Resist +20% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +9 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +3 Fatigue +3% other ------- Max stamina +20.00 Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+6 eff.) Ignore Armor +15 defense ------ Defense +10 (+4 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 3.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +6 Str +3 Mag +4 Wil offense ------ Ignore resists +10% mind defense ------ Armor +3 Fatigue +5% Resistance +6% blight +6% darkness Spell save +7 (+3 eff.) Mind save +7 (+2 eff.) other ------- Infravision +3 Circle of Sanctity: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 5.5 Power cost 21 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 31 light damage to everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Wil +6 Con defense ------ Armor +4 Fatigue +4% Unlife -80.00 life Healmod +20% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 21 power out of 19/30 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun offense ------ Critical power +20.00% Damage +6% cold Ignore resists +15% mind defense ------ Resistance +3% nature Blind Resist +21% Confus Resist +12% other ------- Light +7 See Stealth +6 See Invisibility +8 Track: Puts all charms on 28 turn cooldown Effective talent level: 4.2 Power cost 28 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ When Hit 4 acid defense ------ Life +41.00 Life Regen +2.00 Disease Resist +20% Silence Resist +10% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Mind save +9 (+3 eff.) Unlife -20.00 life other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +2 Mag +4 Wil +3 Cun +3 Con offense ------ Damage +6% mind +12% fire defense ------ Resistance +6% fire 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. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% physical Accuracy +5 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 56% * 20 arcane resource burn defense ------ Resistance +3% cold +5% fire +6% darkness +3% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Unlife -20.00 life other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore Shields +30% Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 34 other ------- Max vim +30.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 4.5 Power cost 18 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 +93 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Spell Crit +4% Critical power +10.00% Spellpower/crit +10 When Hit 8 lightning defense ------ Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Life +46.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag +1 Wil offense ------ Ignore resists +20% mind Ignore Armor +1 defense ------ Armor +2 Fatigue -5% other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 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 140 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 T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% cold Ignore resists +15% cold +5% arcane +10% darkness Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Power +20 (+6 eff.) Damage +15% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Physical save +6 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 18 turn cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 142 physical damage Puts all charms on 11 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Resistance +9% mind +9% fire Healmod +20% Silence Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Setup a psionic shield, reducing all damage taken by 89 for 5 turns Puts all charms on 18 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +30% light +6% acid defense ------ Resistance +12% acid +9% cold Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Simimog the Ogre Arcane Blade level 32
45th Regrowth 123rd year of Ascendancy at 22:18 see stats
By Simimog the Ogre Arcane Blade level 20
2nd Haze 122nd year of Ascendancy at 12:14 see stats
By Simimog the Ogre Arcane Blade level 35
55th Regrowth 123rd year of Ascendancy at 07:40 see stats
By Simimog the Ogre Arcane Blade level 27
75th Haze 122nd year of Ascendancy at 11:50 see stats
By Simimog the Ogre Arcane Blade level 22
63rd Haze 122nd year of Ascendancy at 06:12 see stats
By Simimog the Ogre Arcane Blade level 31
33rd Regrowth 123rd year of Ascendancy at 12:51 see stats
By Simimog the Ogre Arcane Blade level 26
73rd Haze 122nd year of Ascendancy at 00:47 see stats
By Simimog the Ogre Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 10:49 see stats
By Simimog the Ogre Arcane Blade level 20
19th Dusk 122nd year of Ascendancy at 18:36 see stats
By Simimog the Ogre Arcane Blade level 30
7th Decay 122nd year of Ascendancy at 12:57 see stats
By Simimog the Ogre Arcane Blade level 20
33rd Dusk 122nd year of Ascendancy at 01:13 see stats
By Simimog the Ogre Arcane Blade level 26
70th Haze 122nd year of Ascendancy at 21:19 see stats
By Simimog the Ogre Arcane Blade level 18
14th Dusk 122nd year of Ascendancy at 22:53 see stats
By Simimog the Ogre Arcane Blade level 9
10th Mirth 122nd year of Ascendancy at 21:08 see stats
By Simimog the Ogre Arcane Blade level 30
4th Regrowth 123rd year of Ascendancy at 17:34 see stats
By Simimog the Ogre Arcane Blade level 33
49th Regrowth 123rd year of Ascendancy at 15:11 see stats
By Simimog the Ogre Arcane Blade level 13
2nd Dusk 122nd year of Ascendancy at 22:35 see stats
By Simimog the Ogre Arcane Blade level 28
77th Haze 122nd year of Ascendancy at 15:30 see stats
By Simimog the Ogre Arcane Blade level 16
10th Dusk 122nd year of Ascendancy at 14:23 see stats
Log
Thunderstorm hits Beludhemina the vampire lord for (14 ignored), 0 lightning (0 total damage).
Thunderstorm hits Armoured skeleton warrior for 52 lightning, 109 lightning (161 total damage).
Thunderstorm hits Armoured skeleton warrior for 50 lightning, 104 lightning, 1053 lightning (1208 total damage).
Thunderstorm killed Armoured skeleton warrior!
Simimog casts Writ Large.
Simimog casts Arcane Reconstruction.
Simimog's spell attains critical power!
A shield forms around Simimog.
Simimog receives 327 healing.
Armoured skeleton warrior receives 61 healing from Rime Wraith from Beludhemina the vampire lord.
Rime Wraith from Beludhemina the vampire lord hits Simimog for (0 absorbed), 145 cold (145 total damage).
Armoured skeleton warrior hits Simimog for (41 absorbed), 0 physical, (6 absorbed), 0 lightning (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 4 temporal, 2 physical, 6 cold, 7 arcane (19 total damage).
Beludhemina the vampire lord receives 69 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Simimog for (27 absorbed), 0 blight (0 total damage).
Armoured skeleton warrior receives 56 healing from Ghoul's purging blight area effect.
Beludhemina the vampire lord's desolate waste area effect hits Simimog for (39 absorbed), 0 cold (0 total damage).
Beludhemina the vampire lord casts Gelid Host.
Your shield crumbles under the damage!
The shield around Simimog crumbles.
Beludhemina the vampire lord hits Simimog for (180 absorbed), 121 cold (121 total damage).
Skeleton master archer receives 77 healing from Rime Wraith from Beludhemina the vampire lord.
Rime Wraith from Beludhemina the vampire lord hits Simimog for 145 cold damage.
Vorydawyn the skeleton warrior receives 72 healing from Rime Wraith from Beludhemina the vampire lord.
Rime Wraith (Gelid Host) from Beludhemina the vampire lord hits Simimog for 145 cold damage.
Impending Doom from Beludhemina the vampire lord hits Simimog for 66 cold, 66 cold (133 total damage).
Vorydawyn the skeleton warrior receives 72 healing from Rime Wraith (Gelid Host) from Beludhemina the vampire lord.
Skeleton master archer receives 77 healing from Rime Wraith (Gelid Host) from Beludhemina the vampire lord.
Simimog the level 36 ogre arcane blade was frozen to death by Beludhemina the vampire lord on level 9 of Dreadfell.
The furious lightning storm around Simimog calms down and disappears.