











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 | Shalore |
Class | Reaver |
Level / Exp | 27 / 11% |
Size | medium |
Lifes / Deaths | Killed by ghast at level 27 on the 3rd Regrowth 123rd year of Ascendancy at 02:21 / 1 |
Primary Stats
Strength | 48 (base 33) |
Dexterity | 43 (base 31) |
Constitution | 27 (base 10) |
Magic | 71 (base 58) |
Willpower | 32 (base 10) |
Cunning | 15 (base 11) |
Resources
Life | -304/718 |
Mana | 246/366 |
Vim | 63/231 |
Healing Factor | 1.2586945338482 |
Regeneration | 9.2514048237843 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 5 |
See Stealth | 18.097534654637 |
See Invisible | 26.097534654637 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 50 |
Accuracy | 64 |
Crit Chance | 14% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 64 |
Crit Chance | 12% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Lightning | +20% |
Nature | +16% |
Darkness | +9% |
Physical | +46% |
Cold | +21% |
All | 0% |
Offense: Damage Penetration
Acid | +42% |
Mind | +35% |
Physical | +31% |
Cold | +32% |
All | +25% |
Defense: Base
Armour (hardiness) | 18 (38.594633868923%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 37 |
Mental Save | 32 |
Defense: Resistances
Lightning | + 33%( 70%) |
Mind | + 23%( 70%) |
Cold | + 28%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 19%( 70%) |
Fire | + 15%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Stun Resistance | 21% |
Disarm Resistance | 91% |
Poison Resistance | 26% |
Blind Resistance | 18% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 100 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 15 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by Lasn. Escort: lone alchemist (level 2 of Trollmire) | failed |
You failed to protect the lost defiler from death by carrion worm mass. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Emeluretira the black mamba. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You failed to protect the lost tinker from death by Lasn's Inner Demon. Escort: lost tinker (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Zubamina the giant fire ant. Escort: lost warrior (level 1 of Daikara) | 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed snow giant kidney. * You've found the needed xorn fragment. 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 pouch of bone giant dust. * You've found the needed sandworm tooth. * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. | 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 within10 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +6% physical Accuracy +20 (+5 eff.) Ignore Armor +1 defense ------ Armor +1 Defense +10 (+3 eff.) other ------- Max stamina +20.00 Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 15 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +44.00 Healmod +12% 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 | ![]() 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 (+5 eff.) Spell save +12 (+5 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. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: Stats +5 Dex offense ------ Spell Crit +1% On-Hit 13 physical Damage +11% physical Accuracy +8 (+2 eff.) When Hit 6 blight 4 temporal defense ------ Armor +11 Fatigue +5% Physical save +9 (+4 eff.) Mind save +10 (+5 eff.) Unlife -80.00 life Life Regen +4.10 Disarm Resist +46% other ------- Stamina/turn +1.10 Psi/turn +0.27 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-Hit, radius 1 +10 physical On-crit, radius 2 +14 physical On Hit: 10% Perfect Control level 5 On Hit: 10% Sand Breath level 5 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +8 (+4 eff.) Move Speed +12% Ignore resists +10% mind Accuracy +8 (+2 eff.) defense ------ Defense +9 (+3 eff.) Spell save +3 (+1 eff.) Life +20.00 Life Regen +2.00 Stun Resist +21% Teleport Resist +20% Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 3.0 Power cost 24 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% nature Ignore resists +10% acid defense ------ Mind save +6 (+3 eff.) Life +25.00 Disarm Resist +25% Pinning Resist +25% Knockbk Resist +26% other ------- Psi when Hit +0.20 Max psi +40.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Dex +3 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 Blind Resist +18% other ------- Stamina/turn +0.40 Infravision +2 Sight +2 See Invisibility +8 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego++] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 2 On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: offense ------ Damage +7% cold Ignore resists +7% cold defense ------ Disease Resist +15% Sharp, long, and deadly. It was changed by the digestive sack. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% darkness defense ------ Fatigue -5% Resistance +6% mind +3% blight Spell save +3 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +26 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Ego+] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 * Create an explosion dealing 78 acid damage (1/turn) While equipped: offense ------ Damage +5% acid Ignore resists +7% acid Blunt and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex defense ------ Defense +1 (+1 eff.) Resistance +6% lightning Unlife -60.00 life Life +31.00 Disarm 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 | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +12 Str +11 Mag +12 Wil +4 Con offense ------ Damage +20% lightning +25% physical +10% nature +14% cold defense ------ Resistance +15% lightning +5% arcane +15% cold +3% mind +11% all Crit Resistance 10.00% Life +80.00 Poison Resist +26% Disease Resist +24% Knockbk Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 112 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 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 149 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. Press to compare to your current inscriptions |
![]() 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 138 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. Press to compare to your current inscriptions |
![]() 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 155 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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: 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 160.45 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 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. 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: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Con +3 Wil offense ------ Physical Crit +2.0% Damage +12% physical Ignore resists +15% fire +10% physical When Hit 4 nature defense ------ Resistance +6% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex +2 Cun +3 Con offense ------ Ignore resists +5% light When Hit 8 light defense ------ Resistance +12% light +11% darkness Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ When Hit 2 mind defense ------ Resistance +14% lightning +11% physical Life Regen +4.00 Silence Resist +10% Confus Resist +20% Stun Resist +24% other ------- Stamina/turn +0.80 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +6 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +6% temporal +15% fire +9% mind +3% light Life +63.00 Cut Resist +20% Disarm Resist +24% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Blind Resist +23% other ------- Encumbrance +21 Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +11 Str +5 Mag +3 Wil +5 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +5% arcane Crit Resistance 10.00% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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 143% 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 [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 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+5 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Physical Crit +9.0% Spell Crit +5% Physical Power +7 (+2 eff.) Spellpower +13 (+5 eff.) Damage +15% lightning +18% light Accuracy +5 (+1 eff.) defense ------ Resistance +6% cold Physical save +6 (+3 eff.) Unlife -80.00 life other ------- Max positive +10.00 Max negative +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane Weapon Damage 142% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 146% 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% On-hit +7 light Damage Against +12% Undead Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master Weapon Damage 161% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Str offense ------ Damage +12% physical Accuracy +12 (+3 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: offense ------ Damage +5% cold Ignore resists +5% cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master/Unknown Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +10 blight +9 light Damage Against +10% Undead On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Disease Resist +17% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Psionic Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 78 damage One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: Stats +4 Con offense ------ Mindpower +5 (+2 eff.) Damage +3% mind defense ------ Crit Resistance 5.00% other ------- See Invisibility +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 12 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 112.52 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 108% 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 +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +1 Mag +1 Wil +5 Cun +3 Con offense ------ Mind Crit +6% Mindpower +11 (+5 eff.) On-Hit 8 lightning Damage +9% mind +13% lightning Ignore resists +4% lightning defense ------ Resistance +10% lightning other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Weapon Damage 100% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +8 Uses 1.0 Steam While equipped: Stats +2 Str offense ------ Damage +6% physical Ignore resists +6% physical Accuracy +12 (+3 eff.) Ignore Armor +7 defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Psionic/Steamtech Weapon Damage 135% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 Uses 1.0 Steam When used to Attack: On-hit +12 acid While equipped: Stats +1 Con offense ------ When Hit: * 10% chance to reduce armor by 33% defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +13% acid +13% mind other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +5 Dex offense ------ Ignore resists +11% all Accuracy +12 (+3 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/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: Stats +8 Wil +7 Con defense ------ Life +31.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 draining blight Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +7 (+2 eff.) 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 Weapon Damage 154% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 20 Auto Reload 3 On-ranged-hit +14 light Damage Against +11% Undead Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 147% Range: 1.0x-1.2x Uses 10% Wil, 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 149% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 140% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +82 On-hit +12 light +12 darkness While equipped: Stats +3 Cun +4 Mag offense ------ Damage +12% light +13% darkness defense ------ Armor +6 Fatigue +8% Resistance +14% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +10 Str +3 Dex +2 Wil offense ------ Damage +12% darkness defense ------ Resistance +18% darkness +9% 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 ------ Damage +16% nature defense ------ Resistance +24% nature +11% mind +12% darkness +11% all Physical save +12 (+5 eff.) Spell save +13 (+5 eff.) Mind save +24 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature +14% physical defense ------ Resistance +14% physical +11% all Poison Resist +20% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Master While equipped: Stats +5 Cun +4 Dex offense ------ When Hit 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +10 (+3 eff.) Fatigue +7% Resistance +19% lightning +17% fire +3% temporal A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+2 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +12% light +13% darkness A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% blight +13% darkness Life +21.00 Life Regen +2.00 Healmod +10% other ------- Light +1 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +11 Defense +3 (+1 eff.) Fatigue +12% Resistance +8% acid +5% cold other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +20% lightning Mind save +10 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +10 Defense +5 (+2 eff.) Fatigue +12% Resistance +21% lightning Mind save +13 (+6 eff.) A suit of armour made of mail. |
![]() 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 [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+7 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil offense ------ Against +20% Summoned defense ------ Resist Against +19% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Dex offense ------ Damage +6% physical defense ------ Defense +19 (+5 eff.) Physical save +8 (+4 eff.) other ------- Max stamina +30.00 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 While equipped: Stats +3 Cun +4 Dex offense ------ Accuracy +6 (+1 eff.) Ignore Armor +3 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 While equipped: Stats +3 Mag +3 Wil defense ------ Defense +2 (+1 eff.) Resistance +10% darkness +16% temporal Spell save +7 (+3 eff.) Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +12% other ------- Max mana +51.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 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 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Mag +1 Wil +3 Con defense ------ Armor +9 Defense +3 (+1 eff.) Resistance +12% blight +13% cold +15% nature Physical save +10 (+5 eff.) Mind save +9 (+4 eff.) Unlife -50.00 life Life Regen +8.00 Healmod +20% other ------- Light +3 See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag defense ------ Armor +1 Defense +3 (+1 eff.) Resistance +9% cold Pinning Resist +20% Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Mindpower +15 (+7 eff.) defense ------ Armor +1 Resistance +6% lightning +6% temporal Life +60.00 Silence Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: Stats +5 Lck +4 Dex defense ------ Armor +1 Stealth +6 other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +5 Dex +3 Wil +2 Cun offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +11 Fatigue +2% Resistance +3% blight Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) 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 +2 Cun +6 Con offense ------ Physical Crit +3.0% Mind Crit +2% Physical Power +4 (+1 eff.) Ignore resists +7% physical defense ------ Armor +4 Defense +10 (+3 eff.) Fatigue +3% Resistance +5% arcane Healmod +5% other ------- Hate-on-crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Dex offense ------ Ignore resists +15% lightning On-Hit (Melee): * 20% chance to slow global speed by 46% * 20 arcane resource burn defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% Resistance +5% arcane +6% fire 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 +3% Resistance +5% cold +8% fire other ------- Stamina/turn +0.50 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 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 [Ego] Nature While equipped: offense ------ On-Hit 5 lightning Damage +5% lightning defense ------ Armor +2 Resistance +7% lightning Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 lightning On Hit: 10% Lightning Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 9 temporal On-Ranged-Hit 9 temporal Damage +4% arcane +3% temporal defense ------ Armor +2 Resistance +9% temporal Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 arcane On-crit, radius 2 +7 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con offense ------ Physical Crit +2.0% On-Hit 7 cold Damage +4% cold Accuracy +5 (+1 eff.) defense ------ Armor +4 Fatigue +3% Resistance +7% cold Physical save +5 (+3 eff.) Mind save +6 (+3 eff.) Life Regen +3.00 Disarm Resist +25% other ------- Stamina/turn +0.70 Max stamina +10.00 Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 On Hit: 10% Perfect Control level 3 On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Dex +4 Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +10 (+4 eff.) On-Hit 5 nature Damage +7% nature Accuracy +11 (+3 eff.) Ignore Armor +5 defense ------ Armor +2 Fatigue +3% Resistance +5% nature other ------- Max mana +40.00 Max stamina +20.00 Unarmed combat: Weapon Damage 130% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +15 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 3 On Hit: 15% Perfect Strike level 3 Steady Shot: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 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 T2 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag offense ------ Spellpower +6 (+2 eff.) On-Hit 9 arcane 8 mind Damage +4% arcane +5% mind defense ------ Armor +2 Fatigue +3% Resistance +5% arcane +7% mind Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +7 arcane On-crit, radius 2 +7 mind On Hit: 10% Manathrust level 3 On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Con offense ------ Ignore resists +15% cold Accuracy +10 (+2 eff.) defense ------ Defense +2 (+1 eff.) Resistance +10% fire +11% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Mag +8 Wil +4 Cun offense ------ Spellpower +4 (+2 eff.) Mindpower +28 (+12 eff.) Damage +9% mind defense ------ Defense +2 (+1 eff.) Resistance +7% lightning +8% temporal Mind save +9 (+4 eff.) other ------- Max psi +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +2% Mindpower +12 (+6 eff.) Damage +5% darkness +5% physical defense ------ Defense +2 (+1 eff.) Resistance +6% darkness +8% physical other ------- Max hate +7.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Physical Crit +2.0% Ignore resists +5% mind Accuracy +5 (+1 eff.) defense ------ Defense +1 (+1 eff.) other ------- Stamina/turn +2.00 EQ when Hit +0.70 Psi when Hit +0.80 Hate when Hit +0.80 Max stamina +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +2 Cun offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +3% blight +5% arcane Crit Resistance 5.00% Spell save +3 (+1 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% cold +7% fire +4% physical Unlife -40.00 life Life +80.00 Life Regen +4.00 Blind Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +15% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +1 Fatigue +1% Resistance +3% blight Mind save +9 (+4 eff.) other ------- Max hate +8.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +2 Cun offense ------ Spell Crit +3% Mindpower +4 (+2 eff.) When Hit 4 fire defense ------ Armor +1 Fatigue +1% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Cun offense ------ Damage +3% lightning defense ------ Armor +1 Fatigue +1% Physical save +12 (+5 eff.) other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Wil +2 Cun +4 Con offense ------ Mind Crit +3% Physical Power +5 (+2 eff.) When Hit 6 mind defense ------ Armor +3 Fatigue +3% Mind save +6 (+3 eff.) other ------- Max hate +8.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +6 Con offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 defense ------ Armor +3 Fatigue +3% Resistance +8% fire +10% cold Crit Resistance 15.00% other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +5 Str +3 Dex +4 Cun offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.6 Power cost 12 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 365.1 Physical damage. If the attack hits, the target is confused (37% 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] Master While equipped: offense ------ Damage +12% acid defense ------ Armor +5 Defense +15 (+4 eff.) Fatigue +5% Resistance +9% acid Spell save +6 (+3 eff.) Disease Resist +10% Stun Resist +10% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Wil +8 Con offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Crit Resistance 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Resistance +6% blight Mind save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 4.0 Encumbrance T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +3 Cun +3 Wil offense ------ Damage +20% fire defense ------ Defense +8 (+3 eff.) Fatigue +4% Resistance +20% fire Meteor Rain: Effective talent level: 2.0 Power cost 23 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 52.20 fire and 76.22 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. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Mag +7 Wil +4 Con defense ------ Armor +4 Fatigue +4% Resistance +13% light +13% darkness 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/Psionic While equipped: Stats +4 Str +2 Wil +3 Cun offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.6 Power cost 12 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 365.1 Physical damage. If the attack hits, the target is confused (37% 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. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +2 Dex +2 Cun +3 Con offense ------ Ignore resists +15% temporal Ignore Armor +6 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Fatigue +4% Resistance +3% mind Physical save +8 (+4 eff.) Mind save +8 (+4 eff.) other ------- Infravision +3 Battle Cry: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 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 [Ego] Master While equipped: Stats +5 Con defense ------ Armor +4 Fatigue +4% Resistance +8% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% light +6% temporal Ignore resists +5% light When Hit 4 light other ------- Light +7 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+] Arcane While equipped: defense ------ Resistance +5% cold +6% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +4 Str +1 Con offense ------ Damage +6% nature Accuracy +5 (+1 eff.) defense ------ Resistance +2% physical +10% nature +3% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 18 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 122 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 +2 Dex +6 Con offense ------ Physical Crit +2.0% Critical power +15.00% Ignore resists +10% physical When Hit 4 physical Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 146 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Con defense ------ Resistance +9% cold other ------- Infravision +1 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to reduce fatigue by 20% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +6% lightning +6% temporal +6% acid Spell save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +7 Wil +5 Con other ------- Light +3 Infravision +3 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +12% cold +5% arcane +12% temporal Blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Con offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 other ------- Psi when Hit +0.08 Max hate +2.00 Max psi +40.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 328 physical damage Puts all charms on 9 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% temporal Ignore resists +10% lightning When Hit: * 21% chance to reduce strength, dexterity, and constitution by 23 * 25% chance to reduce damage dealt by 17% defense ------ Resistance +15% lightning +6% temporal Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 514 Base Damage: 212 Armor: 2 All Resist: 11 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to reduce fatigue by 40% for 2 turns. 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to cleanse 2 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. |
Achievements
By Lasn the Shalore Reaver level 20
59th Dusk 122nd year of Ascendancy at 13:31 see stats
By Lasn the Shalore Reaver level 24
71st Haze 122nd year of Ascendancy at 11:08 see stats
By Lasn the Shalore Reaver level 22
65th Haze 122nd year of Ascendancy at 17:16 see stats
By Lasn the Shalore Reaver level 22
65th Haze 122nd year of Ascendancy at 17:02 see stats
By Lasn the Shalore Reaver level 10
10th Mirth 122nd year of Ascendancy at 08:55 see stats
By Lasn the Shalore Reaver level 20
58th Dusk 122nd year of Ascendancy at 21:06 see stats
By Lasn the Shalore Reaver level 21
5th Haze 122nd year of Ascendancy at 17:28 see stats
By Lasn the Shalore Reaver level 21
61st Dusk 122nd year of Ascendancy at 07:18 see stats
By Lasn the Shalore Reaver level 6
2nd Mirth 122nd year of Ascendancy at 11:44 see stats
By Lasn the Shalore Reaver level 11
1st Flare 122nd year of Ascendancy at 13:59 see stats
By Lasn the Shalore Reaver level 23
65th Haze 122nd year of Ascendancy at 22:29 see stats
By Lasn the Shalore Reaver level 17
51st Dusk 122nd year of Ascendancy at 19:39 see stats
Log
Talent Soul Rot is ready to use.
Celia casts Corpse Explosion.
Lasn HEALS from blight damage!
Celia's desolate waste area effect hits Lasn for 41 cold damage.
Celia's desolate waste area effect hits Carrion worm mass for 50 cold damage.
Ghast's purging blight area effect hits Celia for 0 blight damage.
Dread receives 5 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Lasn for 14 blight, 8 healing (14 total damage) [8 healing].
Ghast receives 51 healing from Ghast's purging blight area effect.
Ghoulking's purging blight area effect hits Celia for 0 blight damage.
Dread receives 2 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Lasn for 14 blight, 8 healing (14 total damage) [8 healing].
Ghast receives 25 healing from Ghoulking's purging blight area effect.
Carrion worm mass's wormblight area effect hits Ghast for 22 blight damage.
Carrion worm mass's wormblight area effect hits Ghast for 22 blight damage.
Ghast's purging blight area effect hits Celia for 0 blight damage.
Dread receives 1 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Lasn for 14 blight, 8 healing (14 total damage) [8 healing].
Ghast receives 13 healing from Ghast's purging blight area effect.
Dread misses Lasn.
Ghast bites poison into Lasn.
Ghast misses Lasn.
Celia's desolate waste area effect killed Carrion worm mass!
Celia seems more solid.
Ghast has fed on enough minions and starts to randomly hex foes!
Dread casts Burning Hex.
Lasn is hexed!
Ghast hits Lasn for 65 cold damage.
Dread receives 179 healing.
Lasn the level 27 shalore reaver was iced to death by a ghast on level 2 of Last Hope Graveyard.