











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Reaver |
Level / Exp | 23 / 30% |
Size | medium |
Lifes / Deaths | Killed by Burb the snow giant champion at level 23 on the 12nd Regrowth 123rd year of Ascendancy at 14:10 / 1 |
Primary Stats
Strength | 60 (base 36) |
Dexterity | 20 (base 15) |
Constitution | 23 (base 10) |
Magic | 62 (base 53) |
Willpower | 12 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | -151/780 |
Vim | 77/215 |
Healing Factor | 1.1599022211821 |
Regeneration | 15.252714208545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 63 |
Accuracy | 42 |
Crit Chance | 1% |
APR | 6 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 42 |
Crit Chance | 4% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 12 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Blight | +24% |
Physical | +5% |
Cold | +3% |
All | 0% |
Darkness | +3% |
Lightning | +4% |
Mind | +3% |
Fire | +5% |
Nature | +18% |
Offense: Damage Penetration
Fire | +7% |
Acid | +12% |
Defense: Base
Armour (hardiness) | 23.335093952971 (47.857809501309%) |
Defense | 13 |
Ranged Defense | 13 |
Fatigue | 14 |
Physical Save | 27 |
Spell Save | 22 |
Mental Save | 15 |
Defense: Resistances
Lightning | + 48%( 70%) |
Cold | + 31%( 70%) |
Blight | + 16%( 70%) |
Physical | + 13%( 70%) |
Fire | + 22%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 91% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Instadeath Resistance | 100% |
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 404 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 105 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: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Saletira the skeleton warrior. Escort: lone alchemist (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by hornet swarm. Escort: lost warrior (level 2 of Trollmire) | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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: * You've found the needed warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. 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 pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed pouch of bone giant dust. * You've found the needed snow giant kidney. 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 skeleton mage skull. * '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 wretchling eyeball. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold Unlife -20.00 life Life +60.00 Healmod +5% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Master/Psionic Weapon Damage 123% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 50 Auto Reload 6 On-ranged-hit +12 mind +20 arcane On Hit: * 18% chance to reduce all saves and defense by 7 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Cun +7 Str defense ------ Armor +2 Resistance +1% physical +6% fire Life +43.00 Life Regen +4.00 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% darkness +3% cold When Hit 2 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 7% defense ------ Defense +1 (+1 eff.) Resistance +5% fire +8% cold A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 lightning Damage +4% lightning defense ------ Armor +2 Resistance +5% lightning Unarmed combat: Weapon Damage 120% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 22 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) defense ------ Resistance +3% lightning Crit Resistance 10.00% other ------- Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% acid Ignore resists +5% acid When Hit 4 darkness defense ------ Resistance +12% cold Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Masteries +0.10 Corruption/Sanguisuge Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +6 light Damage Against +7% Undead On Hit: * Create an explosion dealing 73 acid damage (1/turn) While equipped: offense ------ Damage +9% acid Ignore resists +7% acid Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +3 Str +2 Dex offense ------ Ignore Armor +3 defense ------ Armor +6 Unlife -40.00 life other ------- EQ when Hit +0.04 Max psi +20.00 Create a temporary shield that absorbs 173 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 73 fire damage (1/turn) While equipped: Stats +2 Str offense ------ Damage +5% physical +5% fire Ignore resists +7% fire Accuracy +7 (+3 eff.) Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +18% nature On-Hit (Melee): * 20% chance to slow global speed by 32% defense ------ Defense +2 (+2 eff.) Resistance +12% lightning Physical save +6 (+3 eff.) Mind save +8 (+6 eff.) Unlife -50.00 life Life Regen +2.00 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. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Con offense ------ Damage +24% blight +3% mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +24% lightning +9% blight Life +51.00 Life Regen +4.90 other ------- Stamina/turn +1.20 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 69 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 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: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 131.71 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 191.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] 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 direct a cone of chilling stormwind doing 189.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 32% faster, and you are invisible (power 13). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 49 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 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 [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 235 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Str +4 Mag +1 Con offense ------ Physical Crit +2.0% Ignore Armor +5 defense ------ Defense +5 (+5 eff.) Physical save +3 (+2 eff.) other ------- EQ when Hit +0.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Cun +1 Con offense ------ Mindpower +15 (+11 eff.) defense ------ Resistance +12% fire +11% cold Crit Resistance 5.00% Mind save +6 (+5 eff.) other ------- Hate-on-crit +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 6 mind defense ------ Defense +10 (+8 eff.) Resistance +11% temporal +3% mind +2% physical Life +20.00 Blind Resist +10% Pinning Resist +24% Knockbk Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature While equipped: Stats +5 Lck offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +8 (+7 eff.) Resist unseen 10% Blind Resist +15% other ------- Infravision +3 Sight +2 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +5 Wil +7 Cun +1 Con offense ------ Mindpower +6 (+6 eff.) defense ------ Resistance +6% nature Spell save +6 (+3 eff.) Life Regen +2.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Con offense ------ Physical Power +5 (+2 eff.) Damage +11% light On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +22% light +3% physical Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +41.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +8 (+7 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid Ignore resists +15% nature defense ------ Armor +6 Resistance +18% nature Disarm Resist +20% other ------- Mana/turn +0.15 Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego++] Arcane/Master Weapon Damage 116% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 73 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Damage +9% cold Ignore resists +10% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% all Accuracy +13 (+5 eff.) Ignore Armor +12 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Accuracy +7 (+3 eff.) defense ------ Defense +8 (+7 eff.) Disarm Resist +20% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +9 Con +7 Wil offense ------ Physical Power +8 (+3 eff.) Ignore resists +8% physical defense ------ Life +27.00 Disarm Resist +16% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature/Master Weapon Damage 130% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +10 Str +5 Dex +7 Mag +3 Wil +5 Cun +8 Con offense ------ Damage +7% physical Accuracy +8 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Arcane/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% defense ------ Disease Resist +17% Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 73 lightning damage (1/turn) While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +8 (+3 eff.) Damage +9% lightning Ignore resists +9% lightning Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 (+6 eff.) Global Speed +5% On-Hit 10 fire Damage +6% fire Ignore resists +4% fire defense ------ Resistance +7% fire other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Normal] Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 cold While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) Damage +10% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +7% all Accuracy +6 (+2 eff.) Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 arrow ammo [Rare] Arcane Weapon Damage 115% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 22 Auto Reload 3 On-ranged-hit +16 lightning +20 cold +20 nature Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 42 On-ranged-hit +8 light Damage Against +10% Undead While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Nature Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 16 On Hit: * 20% chance to create vines that bind the target to the ground dealing 16 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Psionic When used to Attack: Weapon Damage 137% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 While equipped: offense ------ On-Hit (Melee): * 8% chance to reduce all saves and defense by 7 When Hit: * 18% chance to reduce all saves and defense by 7 defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 156% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-hit +12 lightning While equipped: Stats +3 Dex offense ------ When Hit 1 lightning defense ------ Armor +8 Fatigue +8% Resistance +12% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +13% fire defense ------ Resistance +11% all +19% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +9 (+8 eff.) Fatigue +8% Life Regen +3.60 other ------- Stamina/turn +0.50 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +6 Dex offense ------ On-Hit 6 darkness On-Ranged-Hit 6 darkness defense ------ Armor +12 Defense +14 (+10 eff.) Fatigue +8% Resistance +16% darkness +18% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +21% Out-of-Phase Resilience +14% Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +6% physical Physical save +11 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: offense ------ Damage +3% arcane +6% light Ignore resists +15% light +15% nature On-Hit (Melee): * 20% chance to slow global speed by 32% defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +19% acid +6% nature other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +18% acid A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% lightning +5% temporal +5% arcane +6% acid Spell save +15 (+8 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+3 eff.) Damage +9% nature Ignore resists +5% nature When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 7% * 20% chance to reduce all saves and defense by 7 defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +6 Str offense ------ Mindpower +3 (+3 eff.) On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Armor +2 Physical save +9 (+5 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 7 defense ------ Resistance +12% acid +6% lightning Unlife -80.00 life Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +8 (+7 eff.) Resistance +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Cun +5 Con defense ------ Resistance +6% fire +3% nature +6% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane While equipped: Stats +8 Mag +3 Wil offense ------ Spell Crit +4% other ------- Mana/turn +0.13 Max mana +23.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun offense ------ Damage +6% darkness When Hit 8 mind defense ------ Defense +10 (+8 eff.) Stealth +8 Unlife -40.00 life Healmod +10% other ------- Psi when Hit +0.12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +10% fire +7% cold Life +47.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Dex +9 Wil +2 Cun offense ------ Ignore resists +20% blight When Hit 4 blight defense ------ Defense +1 (+1 eff.) Resistance +13% darkness +12% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Mind save +7 (+6 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/Master While equipped: defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +11% cold Spell save +6 (+3 eff.) Mind save +6 (+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 [Rare] Psionic While equipped: Stats +5 Wil offense ------ Physical Crit +2.0% Damage +9% physical defense ------ Armor +8 Defense +22 (+14 eff.) Mind save +8 (+6 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex +6 Wil +3 Cun +3 Con offense ------ Damage +15% cold Ignore resists +10% light defense ------ Armor +1 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 78% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 mind On-Hit (Melee): * 20% chance to reduce damage dealt by 7% defense ------ Armor +1 Fatigue -5% Resistance +12% blight Physical save +6 (+3 eff.) Pinning Resist +10% other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +4 Con offense ------ Damage +6% mind Ignore resists +10% mind defense ------ Armor +5 Resistance +6% acid +6% fire +6% lightning +6% cold other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Wil +1 Cun +2 Con offense ------ Mind Crit +1% defense ------ Armor +1 Resistance +9% mind Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +6 (+6 eff.) Damage +6% cold +12% fire Ignore resists +6% physical defense ------ Armor +3 Resistance +12% cold +12% fire other ------- Hate-on-crit +2.00 Max hate +4.00 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +5 Str +7 Wil offense ------ Ignore resists +10% mind defense ------ Armor +3 Resistance +8% lightning +9% temporal Crit Resistance 15.00% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +4 (+2 eff.) Damage +6% light Accuracy +15 (+5 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to slow global speed by 32% defense ------ Armor +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +6 Con offense ------ Ignore resists +10% fire defense ------ Armor +3 Resistance +8% fire +7% cold Mind save +6 (+5 eff.) other ------- Light +3 Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Str +2 Wil offense ------ When Hit 4 nature defense ------ Armor +7 Resistance +9% nature other ------- Psi when Hit +0.04 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% darkness Ignore resists +25% cold When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Armor +6 other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Armor +3 other ------- Stamina/turn +0.50 Max stamina +12.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Wil offense ------ Mindpower +5 (+5 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +2% Resistance +3% darkness Mind save +6 (+5 eff.) other ------- Stamina/turn +0.40 Max stamina +15.00 Max psi +10.00 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 T1 feet armor [Rare] Arcane While equipped: Stats +5 Str +2 Dex offense ------ Damage +6% physical Ignore resists +10% darkness Accuracy +10 (+4 eff.) defense ------ Armor +5 Fatigue +2% Silence Resist +22% Confus Resist +22% Stun Resist +24% 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 T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +2 Mag +3 Wil +3 Cun defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% Physical save +7 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) other ------- Infravision +3 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% light When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 32% defense ------ Armor +3 Defense +3 (+3 eff.) Fatigue +2% Resistance +9% 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 18% chance to evade melee and ranged attacks and 8 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 [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore Armor +8 On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Defense +30 (+18 eff.) Fatigue +3% Resistance +2% physical Spell save +6 (+3 eff.) Healmod +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +4 Defense +34 (+20 eff.) Fatigue +3% Resistance +9% nature +6% cold Stun Resist +20% Knockbk Resist +20% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +5.0% Mind Crit +1% Physical Power +5 (+2 eff.) Ignore Armor +8 When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 32% defense ------ Armor +4 Fatigue +3% Resistance +6% acid other ------- Psi when Hit +0.04 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 [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Wil offense ------ Mind Crit +3% Damage +15% mind Ignore resists +15% light When Hit 2 light defense ------ Armor +7 Mind save +8 (+6 eff.) Life +54.00 other ------- Light +2 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex +5 Mag +3 Wil +3 Cun offense ------ Spell Crit +7% Spellpower +17 (+6 eff.) Damage +5% arcane defense ------ Armor +2 Physical save +7 (+4 eff.) other ------- Mana/turn +0.18 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +3 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-hit +8 arcane On-crit, radius 2 +7 arcane On Hit: 10% Elemental Bolt level 3 On Hit: 10% Set Up level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +3 Wil +2 Cun offense ------ Damage +12% mind Ignore resists +10% acid defense ------ Defense +1 (+1 eff.) Resistance +12% mind +9% acid other ------- See Invisibility +6 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +11% nature +9% arcane Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +16% nature Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning +9% fire Pinning Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +6 Con offense ------ Physical Crit +2.0% When Hit 10 light defense ------ Defense +2 (+2 eff.) Mind save +8 (+6 eff.) other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Wil offense ------ Critical power +5.00% Accuracy +30 (+10 eff.) defense ------ Armor +8 Defense +22 (+14 eff.) Resistance +5% arcane Physical save +10 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +18% darkness +6% arcane +3% light Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 7% defense ------ Armor +1 Fatigue +1% Resistance +6% blight +9% darkness Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Circle of Sanctity: (Instant) 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 Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +8 Con defense ------ Armor +1 Fatigue +1% other ------- EQ when Hit +0.04 Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire Ignore resists +20% darkness +15% temporal When Hit 2 arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Resistance +16% fire +6% darkness +3% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Str offense ------ Damage +12% cold Ignore resists +5% cold defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +1 Con offense ------ Mindpower +4 (+4 eff.) defense ------ Armor +1 Fatigue +1% Mind save +15 (+10 eff.) Cut Resist +10% Silence Resist +10% other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +1 Con offense ------ Critical power +15.00% Damage +6% mind defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +7 (+6 eff.) other ------- Psi when Hit +0.08 Max psi +50.00 Light +3 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +6 Mag +2 Wil +2 Cun +2 Con offense ------ Mindpower +3 (+3 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+4 eff.) defense ------ Armor +1 Fatigue +1% Physical save +11 (+6 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun offense ------ Damage +12% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +2 (+2 eff.) Resistance +6% blight +15% fire +12% mind other ------- Light +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex +1 Wil +2 Cun offense ------ Mind Crit +1% Ignore resists +20% mind On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 32% defense ------ Armor +3 Fatigue +3% other ------- Max hate +4.00 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 122.6 Physical damage. If the attack hits, the target is confused (30% 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 cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +6% mind When Hit 2 mind defense ------ Armor +3 Fatigue +5% Resistance +6% nature +18% cold Spell save +4 (+2 eff.) Life +45.00 Healmod +10% other ------- Stamina/turn +1.00 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 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+8 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] Master While equipped: Stats +3 Str +2 Dex +2 Cun +2 Con offense ------ Ignore resists +5% lightning +15% acid When Hit 6 lightning defense ------ Armor +4 Fatigue +4% Resistance +18% lightning Physical save +10 (+5 eff.) Mind save +11 (+8 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +10% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 7 defense ------ Armor +4 Fatigue +4% Resistance +3% mind Physical save +15 (+8 eff.) other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 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 T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 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 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+5 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 2.0 Encumbrance T1 lite [Ego+] Arcane While equipped: defense ------ Resistance +6% cold +6% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% 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] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 273 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ When Hit 4 darkness On-Hit (Melee): * 10% chance to slow global speed by 32% * 10% chance to reduce armor by 32% defense ------ Resistance +9% nature 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 [Rare] Nature While equipped: Stats +3 Cun +1 Str offense ------ Damage +6% nature defense ------ Resistance +14% nature +12% lightning Mind save +9 (+7 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Resistance +3% temporal +6% fire +8% darkness +3% nature Unlife -80.00 life Poison Resist +20% Disease Resist +20% Silence Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +5 (+5 eff.) Resistance +2% physical Unlife -40.00 life other ------- Stamina/turn +1.00 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 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce armor by 32% defense ------ Resistance +6% light other ------- Light +1 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 34. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +5 Con offense ------ Damage +6% nature +9% mind Ignore Armor +2 defense ------ Armor +8 Defense +15 (+11 eff.) other ------- Max stamina +20.00 Setup a psionic shield, reducing all damage taken by 73 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 T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% acid When Hit 2 acid 2 light On-Hit (Melee): * 20% chance to reduce armor by 32% other ------- Light +3 Sting an enemy dealing 137 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Raor the Ghoul Reaver level 20
51st Haze 122nd year of Ascendancy at 20:23 see stats
By Raor the Ghoul Reaver level 22
11st Regrowth 123rd year of Ascendancy at 12:16 see stats
By Raor the Ghoul Reaver level 10
38th Dusk 122nd year of Ascendancy at 20:35 see stats
By Raor the Ghoul Reaver level 20
32nd Haze 122nd year of Ascendancy at 22:37 see stats
By Raor the Ghoul Reaver level 20
74th Haze 122nd year of Ascendancy at 10:54 see stats
By Raor the Ghoul Reaver level 5
31st Dusk 122nd year of Ascendancy at 03:04 see stats
By Raor the Ghoul Reaver level 5
24th Dusk 122nd year of Ascendancy at 08:48 see stats
By Raor the Ghoul Reaver level 17
24th Haze 122nd year of Ascendancy at 05:54 see stats
Log
Snow giant thunderer is knocked back!
Melee retaliation hits Burb the snow giant champion for 2 nature, 4 darkness, 2 nature, 4 darkness (11 total damage).
Burb the snow giant champion hits Raor for 90 physical, 28 cold, 48 physical, 4 mind, 28 cold (197 total damage).
Belovena the snow giant chieftain hits Carrion worm mass for 180 darkness damage.
Something hits Snow giant boulder thrower for 143 physical damage.
Something hits Snow giant thunderer for 185 physical damage.
Something hits Snow giant thunderer for 185 physical damage.
Burb the snow giant champion misses Raor.
Raor's is vulnerable to attacks and effects!
Belovena the snow giant chieftain killed Carrion worm mass!
Melee retaliation hits Burb the snow giant champion for 2 nature, 4 darkness (6 total damage).
Burb the snow giant champion hits Raor for 29 physical, 4 mind, 28 cold (61 total damage).
Raor is no longer out of phase.
Talent Virulent Disease is ready to use.
Burning from Burb the snow giant champion hits Raor for 16 fire damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 40.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 33.
Raor loses sight!
Raor HEALS from blight damage!
Melee retaliation hits Belovena the snow giant chieftain for 2 nature, 2 darkness, 2 nature, 2 darkness (8 total damage).
Raor receives 15 healing from Something.
Something hits Something for 38 blight damage.
Something hits Something for 29 blight damage.
Belovena the snow giant chieftain hits Raor for 120 darkness, 5 mind, 10 cold, 42 darkness, 99 darkness, 3 blight, 1 healing, 10 cold, 42 darkness (332 total damage) [1 healing].
Raor wanders around!
Raor shrugs off the effect 'Confused'!
Something hits Raor for 84 lightning damage.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 36.
Something hits Raor for 106 physical, 29 cold, 61 physical (196 total damage).
Raor the level 23 ghoul reaver was shattered to death by Burb the snow giant champion on level 2 of Daikara.