











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 | Female |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 20 / 43% |
Size | medium |
Lifes / Deaths | Killed by temporal hound at level 20 on the 38th Dusk 122nd year of Ascendancy at 22:28 / 1 |
Primary Stats
Strength | 31 (base 28) |
Dexterity | 19 (base 10) |
Constitution | 18 (base 11) |
Magic | 17 (base 10) |
Willpower | 77 (base 48) |
Cunning | 41 (base 22) |
Resources
Life | -88/794 |
Equilibrium | 26 |
Healing Factor | 1.1911363549267 |
Regeneration | 30.264652258669 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 30.709119195249 |
See Invisible | 30.709119195249 |
Offense: Mainhand
Damage | 23 |
Accuracy | 44 |
Crit Chance | 16% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 44 |
Crit Chance | 16% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8.5 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +3% |
Light | +20% |
Nature | +3% |
Lightning | +18% |
Arcane | +11% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Acid | +45% |
Mind | +7% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 11 (30%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 36 |
Mental Save | 40 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 28%( 70%) |
All | + 21%( 70%) |
Lightning | + 41%( 70%) |
Light | + 24%( 70%) |
Physical | + 22%( 70%) |
Fire | + 38%( 70%) |
Mind | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 0% |
Silence Resistance | 10% |
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 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 physical effect and reduce all damage taken by 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ When Hit 4 lightning defense ------ Armor +3 Resistance +3% mind Life Regen +4.00 Silence Resist +10% other ------- Light +2 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Ignore resists +10% acid defense ------ Resistance +3% acid +9% fire +3% cold +3% all Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +9 Wil +2 Cun +1 Con offense ------ Mindpower +4 (+2 eff.) Damage +6% lightning defense ------ Armor +1 Fatigue +1% Resistance +3% light A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Damage +3% acid defense ------ Armor +5 Fatigue +1% Resistance +5% arcane Unlife -80.00 life Life Regen +1.00 other ------- Stamina/turn +0.70 Max stamina +11.00 Unarmed combat: Weapon Damage 8.0 - 11.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 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. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ On-Hit 13 light On-Ranged-Hit 13 light Damage +11% light +11% arcane defense ------ Armor +2 Resistance +11% arcane Life Regen +2.00 Blind Resist +10% Disarm Resist +20% Stun Resist +25% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% Damage +9% light Ignore resists +25% acid When Hit 6 light defense ------ Fatigue -6% Resistance +6% fire Life Regen +2.00 other ------- Stamina/turn +0.60 Light +3 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 lightning While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Resonance +9% Damage +3% mind Ignore resists +2% mind Ignore Shields +10% defense ------ Resistance +3% mind Physical save +4 (+2 eff.) Spell save +5 (+3 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.70 Psi when Hit +0.70 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. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +7 Cun +3 Wil offense ------ Physical Crit +1.0% Physical Power +15 (+7 eff.) Damage +3% nature +3% physical Ignore resists +10% physical Against +16% Summoned defense ------ Resist Against +19% Summoned A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +2% Critical power +5.00% Mindpower +4 (+2 eff.) defense ------ Spell save +3 (+2 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. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +1 Con offense ------ Ignore resists +10% acid defense ------ Defense +6 (+6 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Mind Crit +4% Damage +12% lightning Ignore resists +5% mind +10% blight defense ------ Resistance +7% blight +18% lightning +9% all Life +40.00 Life Regen +2.00 Healmod +12% other ------- Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -384 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 768 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 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 -285 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 571 life, 14 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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 rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 81.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 807% for 10 turns (8 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 132 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: 19 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 87 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Con offense ------ Critical power +5.00% Ignore resists +5% darkness +10% mind defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 EQ when Hit +0.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +15% lightning When Hit 8 fire defense ------ Fatigue -5% Resistance +9% cold +9% fire Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% fire +10% cold other ------- Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun defense ------ Defense +11 (+9 eff.) Resistance +3% darkness other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +15% darkness Ignore resists +10% cold +5% fire defense ------ Mind save +5 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 2 mind defense ------ Physical save +6 (+3 eff.) Spell save +3 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% acid defense ------ Resistance +22% acid Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) defense ------ Silence Resist +24% other ------- Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Dex +3 Mag +3 Cun +4 Con offense ------ Physical Power +6 (+3 eff.) Spellpower +8 (+2 eff.) Accuracy +4 (+4 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +9 (+4 eff.) other ------- Mana/turn +0.04 Mana-on-crit +2.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego++] Arcane Weapon Damage 10.0 - 12.0 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 +3 (+2 eff.) Damage +10% lightning defense ------ Armor +7 Defense +8 (+8 eff.) Resistance +5% darkness +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +7% Out-of-Phase Resilience +6% other ------- Wards +3 lightning Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+4 eff.) Spellpower/crit +6 Damage +15% light other ------- Mana/turn +0.18 Max mana +30.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 17.51 to 21.01 light damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: offense ------ Damage +12% cold Ignore resists +13% cold Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Psionic Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +9 mind On Hit: * 14% chance to reduce all saves and defense by 33 While equipped: Stats +2 Cun +2 Wil defense ------ Armor +4 Spell save +3 (+2 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 13.0 - 20.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +12 (+8 eff.) Ignore Armor +9 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Master Weapon Damage 40.0 - 64.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +16 (+7 eff.) Ignore resists +10% physical Accuracy +19 (+11 eff.) Ignore Armor +7 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +8 physical On Hit: * 20% chance to slow global speed by 61% On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +6 (+3 eff.) defense ------ Physical save +18 (+9 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Mag offense ------ Physical Crit +7.0% Ignore resists +6% physical Accuracy +9 (+6 eff.) Ignore Armor +7 On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 other ------- Mana/turn +0.12 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Con offense ------ Physical Crit +7.0% Physical Power +6 (+3 eff.) Ignore resists +5% physical defense ------ Disarm Resist +11% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +8 acid While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +6 (+2 eff.) Damage +6% acid +9% darkness Ignore resists +5% darkness defense ------ Resistance +3% acid +3% darkness Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Accuracy +6 (+5 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +21% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 cold While equipped: Stats +3 Str offense ------ Damage +5% physical Accuracy +8 (+6 eff.) Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) defense ------ Mind save +3 (+1 eff.) other ------- Max psi +10.00 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 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+3 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 5 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +8 fire While equipped: Stats +3 Dex offense ------ Damage +18% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +9 Str +14 Dex +9 Mag +9 Wil +11 Cun +5 Con Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego++] Nature/Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +10 Wil +3 Cun +6 Con offense ------ Mindpower +7 (+3 eff.) On-Hit (Ranged): * 10 arcane resource burn defense ------ Life +18.00 other ------- Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Arcane Weapon Damage 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On-ranged-hit +15 cold Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Master Weapon Damage 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 18 On Hit: 20% Curse of Impotence level 2 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Arcane/Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 16 On-ranged-hit +9 light Damage Against +15% Undead Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego++] Arcane/Master Weapon Damage 43.0 - 60.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +10.0% Capacity 17 On Hit: 20% Curse of Defenselessness level 3 On Critical: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 17.0 - 20.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +12 lightning While equipped: Stats +3 Dex offense ------ When Hit 5 lightning defense ------ Armor +4 Fatigue +8% Resistance +11% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +9 Str +5 Mag +5 Wil offense ------ Physical Power +15 (+7 eff.) Damage +7% lightning +8% physical +3% light +9% cold Ignore Armor +1 defense ------ Defense +15 (+11 eff.) Resistance +7% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire defense ------ Armor +10 Defense +6 (+6 eff.) Fatigue +7% Resistance +14% fire +11% physical Life +24.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Damage +15% arcane Ignore resists +5% arcane When Hit 8 arcane 4 cold defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +5% arcane +18% cold A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Arcane While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +11% light +12% darkness A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Ego+] Arcane/Master While equipped: defense ------ Armor +14 Fatigue +17% Resistance +12% light +10% darkness Physical save +7 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Damage +12% acid +6% light Ignore resists +15% acid When Hit 6 light defense ------ Armor +9 Fatigue +22% Resistance +19% lightning A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil +2 Cun defense ------ Life Regen +0.90 Healmod +10% other ------- Hate-on-crit +2.00 Light +1 See Invisibility +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +4 Mag offense ------ Damage +9% fire When Hit 2 lightning defense ------ Resistance +12% lightning other ------- Stamina/turn +2.00 Mana/turn +0.12 Max mana +20.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun +6 Lck defense ------ Physical save +3 (+2 eff.) Stealth +6 Unlife -20.00 life other ------- Disarm Traps +5 Stamina/turn +3.00 Light +1 Infravision +4 See Invisibility +12 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 4 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Defense +1 (+1 eff.) Resistance +3% fire Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con +3 Mag offense ------ Damage +9% light defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal Crit Resistance 5.00% 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 T2 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +3 Wil offense ------ Critical power +5.00% Damage +9% acid Ignore resists +15% acid Accuracy +15 (+9 eff.) When Hit 2 mind 4 lightning defense ------ Armor +2 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 +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 9 blight Damage +7% blight +6% arcane defense ------ Armor +2 Resistance +6% blight Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +7 blight +7 arcane On Hit: 20% Soul Rot level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +11 (+5 eff.) On-Hit 7 nature Damage +6% nature defense ------ Armor +2 Resistance +7% nature Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Damage +6% fire Ignore resists +5% fire +5% cold defense ------ Armor +1 Fatigue +1% Resistance +3% cold Unarmed combat: Weapon Damage 14.0 - 19.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spellpower +20 (+6 eff.) On-Hit 6 blight Damage +4% blight +24% mind Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Unarmed combat: Weapon Damage 12.0 - 16.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +7 blight On Hit: 20% Soul Rot level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% lightning defense ------ Defense +1 (+1 eff.) Resistance +15% lightning Mind save +3 (+1 eff.) Life Regen +4.00 Healmod +20% Blind Resist +10% Silence Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil +2 Cun offense ------ Damage +6% mind defense ------ Defense +1 (+1 eff.) Resistance +5% fire +9% darkness +6% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +9% acid Ignore resists +10% acid +10% mind defense ------ Armor +1 Fatigue +1% Resistance +5% blight +5% nature +3% mind A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +6% lightning defense ------ Armor +3 Fatigue +5% Resistance +12% lightning +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Mag +2 Con +6 Lck offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +15% fire defense ------ Armor +3 Fatigue +5% other ------- Light +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 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 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 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] Nature While equipped: Stats +2 Con offense ------ Physical Crit +1.0% Damage +12% physical Ignore Armor +3 defense ------ Physical save +5 (+3 eff.) Healmod +12% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +4 (+4 eff.) other ------- Infravision +3 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 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +1% defense ------ Resistance +15% acid other ------- Psi when Hit +0.12 Sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Izalot the Thalore Wyrmic level 19
37th Dusk 122nd year of Ascendancy at 00:54 see stats
By Izalot the Thalore Wyrmic level 10
9th Mirth 122nd year of Ascendancy at 22:24 see stats
By Izalot the Thalore Wyrmic level 20
38th Dusk 122nd year of Ascendancy at 02:24 see stats
By Izalot the Thalore Wyrmic level 11
10th Mirth 122nd year of Ascendancy at 23:23 see stats
By Izalot the Thalore Wyrmic level 7
5th Mirth 122nd year of Ascendancy at 22:04 see stats
By Izalot the Thalore Wyrmic level 16
7th Flare 122nd year of Ascendancy at 16:49 see stats
Log
Izalot uses Nature's Touch.
Izalot gains 12% of a turn from Ancestral Life.
Something performs a melee critical strike against Izalot!
Izalot receives 280 healing.
Something hits Izalot for 55 temporal, 54 physical (109 total damage).
Something performs a melee critical strike against Izalot!
Something hits Izalot for 36 temporal, 35 physical (71 total damage).
Something hits Izalot for 53 temporal, 52 physical (105 total damage).
Izalot recovers sight.
Talent Infusion: Regeneration is ready to use.
Something hits Izalot for 39 temporal, 38 physical (77 total damage).
You feel a surge of power as a powerful creature falls nearby.
You feel a surge of power as a powerful creature falls nearby.
Connection to online server established.
Izalot uses Ice Wall.
Temporal hound hits Izalot for 36 temporal, 36 physical (72 total damage).
Melee retaliation hits Temporal hound for 4 lightning, 6 light, 18 cold (27 total damage).
Golrawyn the void horror's temporal clone's Arrow Stitching hits Izalot for 40 physical damage.
Melee retaliation hits Temporal hound for 4 lightning, 6 light, 19 cold (29 total damage).
Temporal hound hits Izalot for 39 temporal, 39 physical (78 total damage).
Melee retaliation hits Temporal hound for 4 lightning, 6 light, 18 cold (29 total damage).
Temporal hound hits Izalot for 36 temporal, 36 physical (72 total damage).
Talent Infusion: Healing is ready to use.
Temporal hound hits Izalot for 39 temporal, 39 physical (78 total damage).
Melee retaliation hits Temporal hound for 4 lightning, 6 light, 18 cold (27 total damage).
Melee retaliation hits Temporal hound for 4 lightning, 6 light, 19 cold (29 total damage).
Temporal hound hits Izalot for 30 temporal, 30 physical (60 total damage).
Izalot the level 20 thalore wyrmic was tortured to death by a temporal hound on level 4 of The Maze.