










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 | Male |
Race | Doomelf |
Class | Doombringer |
Level / Exp | 34 / 42% |
Size | medium |
Lifes / Deaths | Killed by Dozing Emelorialle at level 34 on the 60th Regrowth 123rd year of Ascendancy at 03:06 / 1 |
Primary Stats
Strength | 82 (base 60) |
Dexterity | 50 (base 27) |
Constitution | 25 (base 16) |
Magic | 65 (base 48) |
Willpower | 16 (base 10) |
Cunning | 28 (base 13) |
Resources
Life | -240/928 |
Stamina | 265/298 |
Vim | 1/302 |
Healing Factor | 1.2445178243369 |
Regeneration | 27.690521591495 |
Speed
Mental | +6.6613381477509E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 10 |
Infravision | 9 |
See Invisible | 15 |
Offense: Mainhand
Damage | 228 |
Accuracy | 51 |
Crit Chance | 46% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Arcane | +9% |
Cold | +9% |
All | +6% |
Lightning | +17% |
Light | +15% |
Physical | +12% |
Darkness | +31% |
Fire | +46% |
Nature | +12% |
Offense: Damage Penetration
Lightning | +5% |
Arcane | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 48.08934837382 (81.151787968034%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 29 |
Physical Save | 40 |
Spell Save | 32 |
Mental Save | 31 |
Defense: Resistances
Lightning | + 38%( 70%) |
Acid | + 21%( 70%) |
Nature | + 15%( 70%) |
Darkness | + 48%( 70%) |
Cold | + 19%( 70%) |
Physical | + 25%( 70%) |
Fire | + 55%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Confusion Resistance | 30% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 71 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
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 410 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Xerywe the stone troll. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the repented thief from death by Filio Flightfond. Escort: repented thief (level 3 of Dreadfell) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 258. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed green worm. * You've found the needed honey tree root. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +11 Dex +2 Mag +3 Cun offense ------ Damage +3% cold When Hit 4 acid 4 cold defense ------ Armor +4 Fatigue +3% Crit Resistance 15.00% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This object's appearance was changed to Unbreakable Greaves. |
Light source | ![]() 0.0 Encumbrance T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Spellpower +10 (+3 eff.) Damage +9% light Ignore resists +5% lightning When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +8 (+3 eff.) Resistance +9% darkness +9% lightning Affinity +5% light Physical save +14 (+5 eff.) Spell save +13 (+6 eff.) Mind save +13 (+7 eff.) other ------- Light +8 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 166.53 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +4 Cun +4 Wil offense ------ Damage +25% fire defense ------ Defense +9 (+3 eff.) Fatigue +4% Resistance +25% fire Meteor Rain: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 90.80 fire and 69.66 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +1 Mag offense ------ Critical power +5.00% Damage +3% arcane Ignore resists +5% arcane When Hit 6 blight defense ------ Armor +3 Defense +7 (+3 eff.) Resistance +7% physical Life +27.00 other ------- Max stamina +18.00 Max vim +30.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Mag +5 Cun offense ------ Damage +11% lightning +6% nature Accuracy +6 (+2 eff.) defense ------ Resistance +22% lightning Life +55.00 Life Regen +9.00 Healmod +12% other ------- See Invis +6 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+1 eff.) Spellpower +9 (+3 eff.) Mindpower +8 (+4 eff.) Damage +6% all defense ------ Stun Resist +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +6.00% Physical Power +4 (+1 eff.) Damage +6% acid defense ------ Armor +6 Defense +20 (+7 eff.) Crit Resistance 10.00% Confus Resist +20% Stun Resist +20% A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 50% Mag, 125% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Crit +10.0% Spell Crit +13% Mind Crit +8% Critical power +9.00% On-Hit 13 darkness Damage +15% darkness defense ------ Armor +7 Resistance +12% acid +10% darkness +6% nature Spell save +3 (+1 eff.) Life Regen +7.00 other ------- Stamina/turn +1.60 Max stamina +36.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Ego++] Master While equipped: Stats +10 Str +3 Con defense ------ Armor +11 Fatigue +22% Resistance +13% darkness +10% physical Life +50.00 other ------- Light +1 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 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Str +5 Con offense ------ Physical Crit +3.0% Spellpower/crit +6 Damage +6% physical defense ------ Armor +6 Physical save +10 (+3 eff.) Life +52.00 Life Regen +6.00 Blind Resist +24% other ------- Max stamina +30.00 Infravision +7 Sight +2 See Invis +9 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 59 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 [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] 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 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] 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 237 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 32 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 -480 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1084 life, 13 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 infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 483% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 211 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 163 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 279 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 6 Cooldown: 17 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 20%, your defense is increased by 20 and all your resistances by 20%. 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 [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: 2 physical, 5 blight, 5 cold, 3 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 73.92 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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. 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: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 200 damage for 5 turns. 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 T1 amulet jewelry [Rare] Master While equipped: Stats +3 Str +2 Wil offense ------ Spellpower +5 (+2 eff.) When Hit 2 mind defense ------ Defense +5 (+2 eff.) other ------- Mana/turn +0.12 Masteries +0.11 Corruption/Torture Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +3 Cun +5 Con offense ------ Damage +12% light +18% fire Ignore resists +15% mind Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +14.00% Accuracy +7 (+2 eff.) Ignore Armor +14 defense ------ Armor +6 Defense +7 (+3 eff.) Max Resistance +3% all Physical save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Physical Power +16 (+3 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+2 eff.) Accuracy +15 (+5 eff.) defense ------ Defense +20 (+7 eff.) Crit Resistance 5.00% Unlife -40.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature +3% cold Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Resistance +28% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+7 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con offense ------ Physical Power +7 (+1 eff.) defense ------ Life +48.00 Life Regen +6.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Cun +6 Dex offense ------ Spellpower/crit +4 Damage +15% nature +12% lightning Ignore resists +5% blight +10% arcane +10% lightning Accuracy +13 (+4 eff.) defense ------ Resistance +30% nature Life +48.00 Life Regen +11.00 Healmod +18% Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% 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 Dex +6 Mag +3 Con offense ------ Physical Crit +3.0% Spell Crit +3% Physical Power +10 (+2 eff.) Spellpower +9 (+3 eff.) Damage +20% cold When Hit 6 fire defense ------ Armor +8 Hardiness +8% Resistance +9% fire Physical save +7 (+2 eff.) other ------- See Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +4% Spellpower +19 (+6 eff.) On-Hit 23 arcane Damage +25% darkness other ------- Max mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Master Weapon Damage 23.0 - 34.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +20 acid While equipped: offense ------ Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Resistance +2% physical Physical save +6 (+2 eff.) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Psionic Weapon Damage 20.5 - 30.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 mind +7 temporal On Hit: * 16% chance to reduce all saves and defense by 17 While equipped: Stats +2 Cun +3 Wil defense ------ Resistance +7% temporal Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego++] Arcane/Master Weapon Damage 44.0 - 66.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * Create an explosion dealing 95 lightning damage (1/turn) While equipped: Stats +6 Str offense ------ Damage +16% lightning +12% physical Ignore resists +16% lightning Accuracy +10 (+3 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Master Weapon Damage 33.0 - 49.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Spell Crit +1% Physical Power +12 (+2 eff.) Spellpower +20 (+6 eff.) Accuracy +10 (+3 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +28% Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 82 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 43.5 - 65.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +10 cold On-Hit, radius 1 +12 mind On Hit: * 10% chance to reduce all saves and defense by 17 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 95 fire damage (1/turn) While equipped: Stats +2 Wil offense ------ Mind Crit +1% Damage +7% fire Ignore resists +16% fire Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 17.0 - 27.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 darkness While equipped: Stats +2 Str +6 Dex +3 Con offense ------ Damage +3% lightning +9% physical Accuracy +10 (+3 eff.) other ------- Light +2 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 34.5 - 55.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +13 fire Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 34.5 - 55.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 17 On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 While equipped: Stats +12 Wil +4 Cun +12 Con offense ------ Physical Crit +13.0% Physical Power +10 (+2 eff.) Ignore resists +10% mind defense ------ Life +55.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 43.5 - 69.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 61.5 - 98.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 27.0 - 37.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 One-handed war axes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 lightning +23 cold While equipped: offense ------ Move Speed +28% Ignore resists +16% lightning +8% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 50% Mag, 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 +20 cold On Hit: * 20% chance to reduce armor by 37% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +5% mind +30% darkness Ignore resists +5% mind +15% darkness When Hit 6 darkness defense ------ Resistance +5% mind Resonance +9% other ------- Psi when Hit +1.30 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 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +10.5% Attack Speed 100% On Hit: * 5% chance to slow global speed by 43% * 13% chance to reduce armor by 37% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +6% On-Hit 9 fire Damage +10% fire Ignore resists +13% fire defense ------ Resistance +15% fire other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% While equipped: Stats +6 Str +5 Dex +8 Con offense ------ Physical Power +17 (+3 eff.) Ignore Armor +5 defense ------ Resistance +5% arcane Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Normal] Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +15 lightning While equipped: Stats +3 Str offense ------ Physical Power +14 (+3 eff.) Damage +12% lightning Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +14 acid +20 cold While equipped: Stats +3 Mag offense ------ Damage +15% acid +6% arcane Ignore resists +20% arcane Ignore Shields +20% defense ------ Spell save +12 (+6 eff.) other ------- Mana-on-crit +2.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Ignore resists +7% all Accuracy +11 (+3 eff.) Ignore Armor +9 other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 106 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +26 fire Uses 2.0 Steam While equipped: Stats +4 Cun offense ------ Steampower +9 (+4 eff.) Global Speed +5% Ignore resists +13% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego++] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +13 lightning +20 cold Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Move Speed +25% Ignore resists +8% lightning +16% cold Accuracy +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +15 draining blight Uses 2.0 Steam While equipped: Stats +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego+] Arcane/Psionic Weapon Damage 42.5 - 59.5 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 23 On-ranged-hit +29 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +2 Critical Rate +4.5% Capacity 19 On-ranged-hit +20 mind +20 light On-Hit, radius 1 +16 light On-crit, radius 2 +20 light Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Nature/Master Weapon Damage 26.5 - 31.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 94 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 On-ranged-hit +20 blight +20 darkness On-Hit, radius 1 +20 blight On-crit, radius 2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 15% * 20% chance to reduce strength, dexterity, and constitution by 27 * 25% chance for lightning to strike from the target to a second target dealing 95 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 50.5 - 60.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +15.5% Capacity 24 On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Disrupt Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 Damage Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T4 shield armor [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Mag +3 Wil +5 Cun +4 Con offense ------ Physical Crit +9.0% Physical Power +9 (+2 eff.) Damage +9% blight +16% light +15% darkness +9% arcane When Hit 4 arcane defense ------ Armor +16 Fatigue +8% Resistance +16% light +14% darkness +5% arcane Physical save +13 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 142 light and fire damage to each enemy blocked defense ------ Armor +8 Fatigue +8% Resistance +6% light +26% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +20% light +9% darkness defense ------ Resistance +18% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +18% acid defense ------ Resistance +27% acid +11% all Mind save +23 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +4% Spellpower +3 (+1 eff.) Damage +13% lightning defense ------ Resistance +19% lightning +13% all Spell save +22 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +14 Defense +21 (+7 eff.) Fatigue +8% Mind save +18 (+9 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Nature While equipped: defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Life +88.00 Life Regen +11.10 Healmod +28% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 5 fire defense ------ Armor +13 Defense +12 (+4 eff.) Fatigue +8% Resistance +20% fire +18% physical A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +14% blight +16% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +24% mind When Hit 6 mind On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +12 (+6 eff.) Life Regen +3.80 other ------- Stamina/turn +1.00 Light +3 Infravision +3 See Invis +15 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +7 Str defense ------ Armor +14 Defense +13 (+5 eff.) Fatigue +5% Resistance +16% darkness +8% physical Crit Resistance 15.00% Physical save +9 (+3 eff.) Life +38.00 Life Regen +2.00 Healmod +13% Stun Resist +10% other ------- Light +4 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 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. This object's appearance was changed to stralite plate armour. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: Stats +4 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +14% blight +12% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +19% cold Life +54.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego] Arcane While equipped: defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +14% light +12% darkness A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +18% blight +7% physical +10% darkness Physical save +13 (+4 eff.) other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Arcane While equipped: offense ------ On-Hit 11 acid 20 fire When Hit 8 acid 12 fire defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +17% acid +11% fire +19% temporal A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor [Rare] Nature While equipped: Stats +4 Dex +1 Con offense ------ When Hit 6 acid 4 cold defense ------ Armor +11 Fatigue +22% Resistance +3% acid Life +32.00 other ------- Light +3 See Invis +6 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Ego] Disrupt/Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +13% blight +15% fire +12% nature A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +9 (+3 eff.) Fatigue -5% Stealth +5 other ------- Encumbrance +20 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ When Hit 2 acid defense ------ Defense +6 (+2 eff.) Crit Resistance 10.00% Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+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 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) Mind save +10 (+5 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 [Random Unique] Master/Psionic While equipped: Stats +4 Cun +8 Wil offense ------ Mind Crit +6% Damage +10% darkness +15% arcane Ignore resists +11% darkness When Hit 4 arcane 2 cold defense ------ Defense +2 (+1 eff.) Resistance +15% darkness Mind save +9 (+5 eff.) Stealth +10 other ------- Mana/turn +0.04 Max mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +4 Dex +3 Wil +6 Cun offense ------ Mind Crit +6% Accuracy +6 (+2 eff.) Ignore Armor +5 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 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Mag +3 Wil offense ------ Critical power +10.00% Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Defense +2 (+1 eff.) Spell save +7 (+3 eff.) Stealth +7 other ------- Max mana +47.00 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 Fearfire Mantle. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +5% lightning +5% temporal A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +2% Move Speed +25% defense ------ Armor +3 other ------- Mana/turn +0.13 Max mana +29.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +15 (+3 eff.) Ignore resists +10% physical Accuracy +20 (+7 eff.) Ignore Armor +1 defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Resistance +3% acid Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. 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 [Random Unique] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Spellpower +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Resistance +8% cold +5% fire +3% physical Unlife -40.00 life 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 +4 Fatigue -2% Physical save +8 (+3 eff.) other ------- Encumbrance +26 Stamina/turn +0.60 Max stamina +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +1 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +18 (+6 eff.) Mind save +12 (+6 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 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 5 fire Damage +3% fire defense ------ Armor +1 Resistance +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ Spellpower +20 (+6 eff.) On-Hit 13 fire Damage +10% fire Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +13% fire Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% other ------- Hate-on-crit +2.00 Max vim +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Spellhunt Remnants. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +9% fire Accuracy +19 (+6 eff.) defense ------ Armor +2 Resistance +12% darkness Unlife -20.00 life Life +80.00 Life Regen +4.00 Poison Resist +20% Teleport Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +3 Resistance +17% blight +5% darkness +11% arcane Affinity +7% nature Physical save +5 (+2 eff.) Spell save +9 (+4 eff.) Mind save +8 (+4 eff.) Disarm Resist +36% other ------- Masteries +0.20 Wild-gift/Antimagic 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 T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +4 Cun +4 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 When Hit: * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: offense ------ Damage +6% acid +6% lightning +8% cold +9% arcane +5% fire defense ------ Defense +2 (+1 eff.) Resistance +4% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +3% lightning +3% cold Life +100.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Physical Power +20 (+4 eff.) Mindpower +3 (+1 eff.) Damage +3% acid defense ------ Armor +1 Fatigue +1% Resistance +3% darkness other ------- Max stamina +10.00 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +3 Cun offense ------ Critical power +5.00% Ignore Armor +5 On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Armor +3 Fatigue +5% Resistance +6% nature 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] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +4% Resistance +4% physical +12% light +22% darkness Spell save +12 (+6 eff.) Life +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Ignore resists +20% temporal When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Armor +4 Fatigue +4% Resistance +8% acid +8% temporal +7% fire +10% blight +8% cold +3% nature +12% lightning Mind save +9 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Wil +4 Con defense ------ Armor +4 Fatigue +4% Mind save +7 (+4 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +3 Str defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +9 Cun offense ------ Accuracy +8 (+2 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +12 (+4 eff.) Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 285.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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 T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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 +1 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Resistance +6% blight +6% cold Life +42.00 other ------- Hate-on-crit +2.00 Max stamina +30.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% acid +9% darkness When Hit 4 acid defense ------ Resistance +3% acid Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 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. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 205.08 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 205.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Con other ------- Stamina/turn +3.00 Infravision +2 See Invis +3 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 defense ------ Life +21.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +5 Str +5 Con offense ------ Damage +11% mind +11% fire Ignore resists +15% arcane Accuracy +5 (+1 eff.) defense ------ Resistance +5% arcane +2% physical Physical save +9 (+3 eff.) Mind save +10 (+5 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +6 Mag +5 Cun offense ------ Damage +15% temporal Ignore resists +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Fatigue -7% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Cun offense ------ Accuracy +5 (+1 eff.) other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature defense ------ Resistance +12% 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 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex +3 Con offense ------ When Hit 4 acid defense ------ Resistance +9% acid Crit Resistance 10.00% other ------- Light +1 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% mind Ignore resists +15% mind +20% acid When Hit 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Resistance +3% acid Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: Stats +3 Dex +2 Mag +2 Wil +1 Cun +2 Con other ------- See Invis +12 Sting an enemy dealing 379 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 22% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: Stats +3 Dex +3 Mag +1 Cun Reveal the area around you, dispelling darkness (radius 11, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 30. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (304 total damage) 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. |
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 Scorn the Doomelf Doombringer level 30
72nd Haze 122nd year of Ascendancy at 06:00 see stats
By Scorn the Doomelf Doombringer level 27
53rd Haze 122nd year of Ascendancy at 04:18 see stats
By Scorn the Doomelf Doombringer level 9
8th Flare 122nd year of Ascendancy at 07:24 see stats
By Scorn the Doomelf Doombringer level 33
57th Regrowth 123rd year of Ascendancy at 04:52 see stats
By Scorn the Doomelf Doombringer level 23
30th Haze 122nd year of Ascendancy at 20:23 see stats
By Scorn the Doomelf Doombringer level 29
63rd Haze 122nd year of Ascendancy at 09:28 see stats
By Scorn the Doomelf Doombringer level 6
77th Pyre 122nd year of Ascendancy at 02:38 see stats
By Scorn the Doomelf Doombringer level 30
72nd Haze 122nd year of Ascendancy at 03:22 see stats
By Scorn the Doomelf Doombringer level 10
9th Dusk 122nd year of Ascendancy at 14:43 see stats
By Scorn the Doomelf Doombringer level 20
6th Haze 122nd year of Ascendancy at 20:36 see stats
By Scorn the Doomelf Doombringer level 30
69th Haze 122nd year of Ascendancy at 20:37 see stats
By Scorn the Doomelf Doombringer level 22
10th Haze 122nd year of Ascendancy at 07:03 see stats
By Scorn the Doomelf Doombringer level 17
46th Dusk 122nd year of Ascendancy at 13:59 see stats
By Scorn the Doomelf Doombringer level 30
72nd Haze 122nd year of Ascendancy at 06:00 see stats
By Scorn the Doomelf Doombringer level 6
1st Mirth 122nd year of Ascendancy at 13:42 see stats
By Scorn the Doomelf Doombringer level 30
72nd Haze 122nd year of Ascendancy at 06:00 see stats
By Scorn the Doomelf Doombringer level 14
36th Dusk 122nd year of Ascendancy at 07:36 see stats
By Scorn the Doomelf Doombringer level 23
19th Haze 122nd year of Ascendancy at 03:03 see stats
By Scorn the Doomelf Doombringer level 17
46th Dusk 122nd year of Ascendancy at 10:50 see stats
Log
Scorn receives 3 healing from Dozing Emelorialle.
Scorn casts Surge of Power.
Scorn's spell attains critical power!
Scorn surges with an incredible power!
Scorn receives 149 healing from Surge of Power.
Scorn's Draining Assault has been disrupted by anti-magic forces!
Ice wall hits Scorn for 11 cold damage.
Ice wall hits Scorn for 11 cold damage.
Scorn loses 72 health to the soulburn.
Burning from Scorn hits Dozing Ce'Nimira for 79 fire damage.
Scorn receives 2 healing from Devouring flames from Scorn.
Scorn receives 2 healing from Devouring flames from Scorn.
Scorn hits Dozing Ce'Nimira for 76 fire damage.
Scorn hits Dozing Emelorialle for 87 fire damage.
Burning from Scorn hits Dozing Emelorialle for 33 fire damage.
Share the Pain misses Dozing Emelorialle.
Melee retaliation hits Dozing Emelorialle for 4 acid, 3 lightning, 25 blight, 3 cold, 62 fire, 4 acid, 3 lightning, 25 blight, 3 cold, 62 fire (194 total damage).
Dozing Emelorialle hits Scorn for (0 abyssal shield), 110 physical, (0 abyssal shield), 95 physical (205 total damage).
Dozing Ce'Nimira uses Stunning Blow.
Scorn resists the stunning blow!
Scorn resists the stunning blow!
Dozing Ce'Nimira steals life from Scorn!
Dozing Ce'Nimira hits Scorn for (0 abyssal shield), 101 physical, (0 abyssal shield), 7 acid, (0 abyssal shield), 6 fire, (0 abyssal shield), 90 physical, (0 abyssal shield), 7 acid, (0 abyssal shield), 6 fire (218 total damage).
Raze hits Scorn for (0 abyssal shield), 7 darkness, (0 abyssal shield), 7 darkness, (0 abyssal shield), 7 darkness, (0 abyssal shield), 7 darkness, (0 abyssal shield), 7 darkness, (0 abyssal shield), 7 darkness (44 total damage).
Dozing Emelorialle hits Scorn for (0 abyssal shield), 107 physical, (0 abyssal shield), 108 physical (215 total damage).
Melee retaliation hits Dozing Ce'Nimira for 3 acid, 3 lightning, 21 blight, 3 cold, 54 fire, 3 acid, 3 lightning, 21 blight, 3 cold, 54 fire (169 total damage).
Melee retaliation hits Dozing Emelorialle for 4 acid, 3 lightning, 25 blight, 3 cold, 62 fire, 4 acid, 3 lightning, 25 blight, 3 cold, 62 fire (194 total damage).
Scorn hits Dozing Ce'Nimira for 18 healing, 1 healing, 1 healing, 1 healing, 1 healing, 1 healing, 16 healing, 1 healing (0 total damage) [42 healing].
Scorn the level 34 doomelf doombringer was smashed to death by Dozing Emelorialle on level 5 of Dreadfell.