










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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.
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 24 / 60% |
Size | medium |
Lifes / Deaths | Killed by Salutta the vampire at level 23 on the 64th Haze 122nd year of Ascendancy at 01:46 / 2Killed by Glawen the gigantic sandworm tunneler at level 24 on the 75th Haze 122nd year of Ascendancy at 02:05 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 20 (base 20) |
Constitution | 29 (base 16) |
Magic | 56 (base 50) |
Willpower | 28 (base 15) |
Cunning | 37 (base 30) |
Resources
Life | -457/380 |
Mana | 50/431 |
Soul | 12/16 |
Healing Factor | 1.1524687383467 |
Regeneration | 6.0504608763203 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
See Invisible | 14 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 14 |
Crit Chance | 13% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +19% |
Arcane | +12% |
Cold | +7% |
All | 0% |
Lightning | +9% |
Light | +21% |
Physical | +13% |
Darkness | +22% |
Fire | +34% |
Mind | +6% |
Offense: Damage Penetration
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 12 (44.574340358689%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 33 |
Mental Save | 44 |
Defense: Resistances
Acid | + 30%( 70%) |
Physical | + 25%( 70%) |
Cold | + 30%( 70%) |
All | + 14%( 70%) |
Darkness | + 45%( 70%) |
Light | + 35%( 70%) |
Lightning | + 19%( 70%) |
Fire | + 30%( 70%) |
Mind | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 23% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 167 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous 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 820% for 10 turns (48 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed snow giant kidney. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 vial of wight ectoplasm. * You've found the needed bear paw. * You've found the needed black mamba head. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +2 Con offense ------ Damage +9% light defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) other ------- See Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Mag +2 Wil offense ------ Damage +3% lightning defense ------ Life +42.00 other ------- Light +3 See Invis +9 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 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag +3 Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +9% mind Mind save +9 (+3 eff.) other ------- Max hate +2.00 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +4 Damage +12% light +12% arcane When Hit 10 light defense ------ Resistance +24% light other ------- Mana/turn +0.08 Max mana +80.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +12% darkness defense ------ Defense +6 (+3 eff.) Resistance +24% darkness Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Physical Crit +3.0% Critical power +5.00% defense ------ Resistance +6% fire +6% cold A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 151.20 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (302). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Wil +3 Con offense ------ On-Hit 8 lightning Damage +6% lightning +6% mind Ignore resists +5% mind When Hit 8 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +6 Fatigue +3% Resistance +6% lightning Mind save +8 (+3 eff.) Life +40.00 Disarm Resist +23% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +10% acid +13% physical +16% fire +7% cold defense ------ Resistance +12% acid +13% physical +12% darkness +12% cold +12% fire +10% mind +11% all Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +23 (+8 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+1 eff.) Physical save +5 (+3 eff.) Mind save +6 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Plumpkin Daper: Cloak 1. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +6 Str +1 Cun +4 Con offense ------ Critical power +11.00% Spellpower +9 (+3 eff.) Damage +9% blight +8% fire defense ------ Resistance +6% acid Crit Resistance 15.00% Physical save +9 (+5 eff.) Life +49.00 Life Regen +5.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 51 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 5 fire, 3 light, 2 physical 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: 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 62 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. Press to compare to your current inscriptions |
![]() 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 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 58 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 409 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 0 up to 2 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 66 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Spellpower/crit +4 defense ------ Armor +2 Defense +15 (+7 eff.) Unlife -60.00 life other ------- Mana-on-crit +2.00 Masteries +0.11 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +5 Dex +3 Mag +2 Cun other ------- Mana-on-crit +2.00 See Invis +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +2 Wil offense ------ Mindpower +5 (+2 eff.) Damage +9% acid When Hit 4 acid defense ------ Resistance +13% light +15% darkness Mind save +6 (+2 eff.) Blind Resist +22% Confus Resist +10% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +9 Str +4 Dex +1 Mag +6 Wil +4 Cun offense ------ On-Hit 9 light 8 darkness Damage +6% fire +7% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 16% * 8% chance to blind other ------- See Invis +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +5% nature +6% blight Poison Resist +12% Disease Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% nature defense ------ Armor +4 Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +5 Wil +5 Cun offense ------ Mindpower +7 (+3 eff.) Accuracy +15 (+8 eff.) When Hit 6 mind defense ------ Armor +2 other ------- Hate-on-crit +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +8 (+4 eff.) Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Str +1 Con offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness +6% physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 other ------- Mana/turn +0.11 Max mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +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 +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +6 (+2 eff.) Damage +15% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% fire When Hit 10 mind On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +11 (+5 eff.) other ------- Light +4 See Invis +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +17.00% Spellpower +16 (+5 eff.) On-Hit 18 fire Damage +24% blight Ignore Shields +10% defense ------ Spell save +12 (+6 eff.) other ------- Mana/turn +0.12 Max mana +55.00 Light +2 See Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Ego+] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +7 (+3 eff.) Spellpower +15 (+5 eff.) Damage +20% arcane Accuracy +6 (+3 eff.) defense ------ Defense +8 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.62 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+4 eff.) Damage +24% blight defense ------ Armor +5 Defense +4 (+2 eff.) other ------- Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +13 (+4 eff.) Damage +20% cold other ------- Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Nature/Master Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Ignore resists +10% physical Accuracy +9 (+5 eff.) Ignore Armor +9 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% all Accuracy +19 (+10 eff.) Ignore Armor +9 defense ------ Defense +10 (+5 eff.) Disarm Resist +35% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 33.5 - 50.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Crit: * Wound the target dealing 99 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +10 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 22.5 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +10 (+5 eff.) Ignore resists +10% physical defense ------ Disarm Resist +14% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 46.0 - 73.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +9 (+4 eff.) Disarm Resist +38% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +7 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Damage +9% arcane +3% darkness Ignore resists +20% arcane Accuracy +7 (+4 eff.) defense ------ Defense +7 (+3 eff.) Resistance +12% temporal Disarm Resist +29% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego++] Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Damage +5% physical Ignore resists +7% physical Accuracy +19 (+10 eff.) Ignore Armor +5 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Dex +6 Con offense ------ Physical Crit +6.0% Physical Power +10 (+5 eff.) Damage +9% physical Ignore Armor +2 When Hit 4 light Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Nature/Psionic Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 darkness Damage Against +9% Living While equipped: Stats +7 Con +7 Wil defense ------ Life +55.00 Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Str +3 Mag +3 Wil offense ------ Ignore resists +7% all Accuracy +10 (+5 eff.) Ignore Armor +7 other ------- Psi when Hit +0.04 Light +3 Infravision +2 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 light Damage Against +13% Undead While equipped: offense ------ Ignore resists +7% physical Accuracy +8 (+4 eff.) Ignore Armor +6 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 nature While equipped: offense ------ Ignore resists +10% physical Accuracy +8 (+4 eff.) Ignore Armor +5 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +6% physical Accuracy +8 (+4 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Dex +2 Mag +2 Wil offense ------ Ignore resists +15% lightning When Hit 4 lightning defense ------ Resistance +15% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+5 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Psionic Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+4 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +25% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Normal] Weapon Damage 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Master Weapon Damage 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-Hit, radius 1 +8 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex offense ------ Physical Crit +8.0% When Hit 8 physical defense ------ Resistance +6% acid +3% physical +6% temporal Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Psionic Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 76 cold damage (1/turn) * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +12% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% physical defense ------ Disarm Resist +13% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +2% Critical power +9.00% Mindpower +4 (+2 eff.) defense ------ Life +16.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +3% Mindpower +9 (+4 eff.) defense ------ Spell save +5 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 7 physical Damage +9% physical +5% mind +8% darkness Ignore resists +8% physical +7% mind +7% darkness defense ------ Resistance +7% physical other ------- Max hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 On-hit +7 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid When Hit 3 acid defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Psionic/Steamtech Weapon Damage 15.0 - 22.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Weapon Damage 16.0 - 24.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +7% acid +6% fire +6% lightning +8% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 22.0 - 33.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +54 Uses 1.0 Steam While equipped: Stats +10 Con +9 Wil offense ------ Accuracy +7 (+4 eff.) defense ------ Armor +4 Defense +13 (+6 eff.) Fatigue +8% Life +33.00 Disarm Resist +25% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +16 acid On Hit: * 20% chance to reduce armor by 33% While equipped: Stats +3 Con offense ------ Damage +15% acid +9% light Ignore resists +15% nature defense ------ Resistance +3% light other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 96 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +17 Ignore Armor +10 Critical Rate +2.0% Capacity 20 On-ranged-hit +8 cold Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Master Weapon Damage 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +10 Critical Rate +2.0% Capacity 15 On-ranged-hit +20 lightning On-Hit, radius 1 +20 lightning +16 fire On Hit: * 20 arcane resource burn Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Random Unique] Arcane Weapon Damage 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 15 On-Hit, radius 1 +20 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 23 * 25% chance for lightning to strike from the target to a second target dealing 76 damage * Create an explosion dealing 81 cold damage (1/turn) On Crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 35.0 - 42.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +14.0% Capacity 17 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego++] Master/Psionic Weapon Damage 37.0 - 44.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 99 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 1 fire defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Ignore resists +15% lightning defense ------ Armor +6 Fatigue +8% Resistance +3% blight +12% temporal +10% arcane +6% darkness Spell save +18 (+8 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +8% Resistance +12% temporal other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 4 fire When Hit: * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Fatigue +8% Resistance +10% temporal other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Master While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +7% all Physical save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +10% blight +14% temporal +3% cold +12% lightning Ignore resists +5% cold defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +10% blight +14% temporal +9% all Physical save +16 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to Plumpkin Daper: Witch Robe. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 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 [Ego] Arcane While equipped: offense ------ Damage +16% darkness defense ------ Resistance +24% darkness +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) defense ------ Resistance +11% all Spell save +24 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +5% nature defense ------ Resistance +11% all Poison Resist +23% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex defense ------ Armor +5 Defense +6 (+3 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +10% nature +11% blight Life +28.00 Life Regen +7.00 Healmod +12% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Master While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +15% acid A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Arcane While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +12% light +10% darkness A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life Regen +3.20 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +10 Str +3 Wil +3 Cun defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +8% physical +16% light +26% darkness Crit Resistance 15.00% Mind save +13 (+5 eff.) other ------- Light +2 See Invis +6 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Psionic While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% mind Mind save +14 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +19% cold A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life Regen +2.50 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Nature/Master While equipped: defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +20% fire Life Regen +2.50 other ------- Stamina/turn +1.50 A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Arcane While equipped: defense ------ Armor +11 Fatigue +22% Resistance +12% light +10% darkness A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +6% temporal A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% darkness +24% fire Ignore resists +10% darkness defense ------ Resistance +8% lightning +8% temporal +6% darkness A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Master While equipped: offense ------ Physical Power +4 (+2 eff.) defense ------ Spell save +7 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +7 (+3 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. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Wil offense ------ Ignore resists +10% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +11 (+5 eff.) Resistance +12% nature +3% blight Physical save +8 (+4 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% mind defense ------ Armor +1 Fatigue -4% Resistance +9% darkness +6% fire Physical save +6 (+3 eff.) other ------- Encumbrance +20 A pair of boots made of leather. This object's appearance was changed to pair of dwarven-steel boots. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +9% nature Ignore resists +10% light defense ------ Armor +3 Resistance +15% nature +12% light Physical save +19 (+8 eff.) Mind save +17 (+6 eff.) other ------- Light +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.70 Max stamina +15.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +7 Lck +3 Dex defense ------ Armor +3 Stealth +6 other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +5.0% Physical Power +5 (+2 eff.) Ignore resists +10% darkness Ignore Armor +6 When Hit 8 darkness defense ------ Armor +4 Fatigue +3% other ------- See Invis +18 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] Master While equipped: defense ------ Armor +6 Fatigue +3% other ------- Stamina/turn +0.50 Max stamina +11.00 Infravision +1 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+] Master While equipped: Stats +4 Cun +2 Con defense ------ Armor +4 Fatigue +3% Physical save +13 (+6 eff.) Mind save +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Dex +2 Mag +5 Cun defense ------ Armor +2 Resistance +6% light +6% darkness Physical save +7 (+4 eff.) other ------- Infravision +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 68.49 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+5 eff.) When Hit: * 15 arcane resource burn defense ------ Armor +2 Spell save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Cun offense ------ Physical Power +6 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to Hand of the World-Shaper. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 acid Damage +5% acid defense ------ Armor +2 Fatigue +3% Resistance +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) On-Hit 8 acid Damage +5% acid defense ------ Armor +2 Fatigue +3% Resistance +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal A cap made of leather. This object's appearance was changed to Crown of Command. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun offense ------ Damage +15% arcane +12% blight defense ------ Defense +2 (+1 eff.) Resistance +7% lightning +10% temporal +6% light Mind save +8 (+3 eff.) other ------- Max mana +41.00 Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +3% other ------- Infravision +2 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Cun +3 Con offense ------ Physical Power +4 (+2 eff.) Ignore resists +10% light defense ------ Armor +3 Fatigue +5% Resistance +9% fire Mind save +6 (+2 eff.) Life +20.00 other ------- Psi when Hit +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+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: 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 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 T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 117.12 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+4 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +8 (+4 eff.) Life +49.00 Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% mind On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +10 (+5 eff.) Resistance +20% darkness Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 192 physical damage Puts all charms on 15 turn cooldown 100% to heal for 38. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% darkness defense ------ Resistance +6% darkness +5% arcane Blast the opponent's mind dealing 223 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to heal for 60. 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +1% Critical power +10.00% On-Hit (Melee): * 10% chance to reduce armor by 33% other ------- Max hate +4.00 Max psi +10.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 92 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Illyana the Cornac Necromancer level 8
1st Flare 122nd year of Ascendancy at 06:01 see stats
By Illyana the Cornac Necromancer level 22
53rd Haze 122nd year of Ascendancy at 05:22 see stats
By Illyana the Cornac Necromancer level 23
55th Haze 122nd year of Ascendancy at 20:06 see stats
By Illyana the Cornac Necromancer level 10
1st Dusk 122nd year of Ascendancy at 10:46 see stats
By Illyana the Cornac Necromancer level 20
48th Haze 122nd year of Ascendancy at 06:43 see stats
By Illyana the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 02:36 see stats
By Illyana the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 08:51 see stats
By Illyana the Cornac Necromancer level 19
70th Dusk 122nd year of Ascendancy at 07:45 see stats
By Illyana the Cornac Necromancer level 23
56th Haze 122nd year of Ascendancy at 02:07 see stats
By Illyana the Cornac Necromancer level 16
20th Dusk 122nd year of Ascendancy at 04:09 see stats
By Illyana the Cornac Necromancer level 23
64th Haze 122nd year of Ascendancy at 01:47 see stats
Log
Illyana hits Glawen the gigantic sandworm tunneler for 138 darkness damage.
Illyana hits Thought-forged bowman for 169 darkness damage.
Illyana hits Black ooze for 169 darkness damage.
Illyana hits Gigantic gravity worm for 169 darkness damage.
Illyana hits Polamira the white ooze for (74 blocked), 67 darkness (67 total damage).
Ghoul is no longer suffering from insomnia.
Illyana killed Thought-forged bowman!
Illyana killed Black ooze!
Illyana killed Gigantic gravity worm!
Skeleton master archer shrugs off the effect 'Pinned to the ground'!
Armoured skeleton warrior is pinned to the ground.
Illyana is pinned to the ground.
Something hits Armoured skeleton warrior for 136 fire damage.
Polamira the white ooze's fiery vapour area effect hits Glawen the gigantic sandworm tunneler for 0 fire damage.
Polamira the white ooze starts to bleed.
Armoured skeleton warrior shatters!
Skeleton master archer picks up the remains of its fallen comrade.
Skeleton master archer shatters!
Illyana loses sight!
Something performs a melee critical strike against Illyana!
Illyana starts to bleed.
Illyana is dazed!
Something hits Illyana for 414 physical, 9 arcane, 5 fire, 64 physical, 9 nature (500 total damage).
Something hits Illyana for 78 mind damage.
Something hits Armoured skeleton warrior for 185 mind damage.
Something hits Glawen the gigantic sandworm tunneler for 229 physical damage.
Something hits Polamira the white ooze for (74 blocked), 179 physical (179 total damage).
Something hits Skeleton master archer for 231 physical damage.
Something hits Illyana for 192 physical damage.
Illyana the level 24 cornac necromancer was naturalised to death by Glawen the gigantic sandworm tunneler on level 1 of Sandworm lair.