










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Less Shaders 1.7.4Adding game options (in the misc tab) to turn off the shaders of stealth, invisible, unstoppable and lightning speed. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Halfling |
Class | Summoner |
Level / Exp | 38 / 25% |
Size | small |
Lifes / Deaths | Killed by Ce'Nysekira the corrupted protoplasmic controller at level 38 on the 27th Haze 123rd year of Ascendancy at 00:45 / 1 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 34 (base 11) |
Constitution | 43 (base 26) |
Magic | 16 (base 10) |
Willpower | 82 (base 60) |
Cunning | 80 (base 60) |
Resources
Life | -293/1178 |
Equilibrium | 82 |
Healing Factor | 1.3797742564935 |
Regeneration | 14.142686129058 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 41.029297776136 |
See Invisible | 41.029297776136 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 59 |
Accuracy | 49 |
Crit Chance | 39% |
APR | 54 |
Speed | 1.00 |
Offense: Offhand
Damage | 66 |
Accuracy | 49 |
Crit Chance | 40% |
APR | 62 |
Speed | 1.00 |
Offense: Spell
Spellpower | 29 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +158% |
Acid | +24% |
Fire | +9% |
Nature | +19% |
Cold | +18% |
Physical | +23% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Fire | +15% |
Physical | +57% |
Cold | +16% |
All | +10% |
Defense: Base
Armour (hardiness) | 55 (65.65183292883%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 2 |
Physical Save | 30 |
Spell Save | 42 |
Mental Save | 48 |
Defense: Resistances
Blight | + 39%( 70%) |
Physical | + 31%( 70%) |
Mind | + 31%( 70%) |
All | + 19%( 70%) |
Darkness | + 48%( 70%) |
Temporal | + 34%( 70%) |
Crit. shrug | +42% |
Cold | + 22%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 643 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 140 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 35 up to 5 times. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.50 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by fire drake (wild summon). Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Zubith the ghast. Escort: worried loremaster (level 5 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 543. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vampire lord fang. * You've found the needed sandworm tooth. 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 storm wyrm claw. * '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 vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. * You've found the needed bear paw. | 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! | done |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 13/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +5 Dex +5 Con offense ------ Damage +9% cold Ignore resists +10% all Ignore Armor +8 defense ------ Crit Resistance 15.00% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Mindpower +20 (+5 eff.) defense ------ Armor +4 Fatigue +4% Resistance +21% darkness +12% temporal Life +40.00 Stun Resist +20% other ------- Psi when Hit +0.04 Max hate +6.00 Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +13.0% Spell Crit +8% Mind Crit +11% Critical power +8.00% When Hit 8 cold defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +3% cold Crit Resistance 15.00% Mind save +6 (+2 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: defense ------ Armor +8 Resistance +18% blight +6% mind Physical save +3 (+2 eff.) Life +80.00 Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blast the opponent's mind dealing 506 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to increase all damage by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +56.00 Life Regen +10.00 Healmod +14% Stun Resist +30% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +3 Con offense ------ Physical Power +10 (+4 eff.) Spellpower +18 (+9 eff.) Mindpower +9 (+2 eff.) defense ------ Resistance +3% blight +6% temporal +9% mind +3% nature Crit Resistance 5.00% Spell save +13 (+5 eff.) Stun Resist +30% other ------- Max stamina +25.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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 (+1 eff.) On-Hit 12 physical Damage +4% nature +10% physical Ignore resists +8% physical defense ------ Resistance +4% blight +9% physical Disease Resist +15% 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. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+4 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. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature Weapon Damage 106% 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: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 4 physical Damage +9% acid +9% fire +9% cold +13% physical Ignore resists +5% acid +5% fire +6% cold +14% physical defense ------ Resistance +6% physical Heal-on-summon +18 other ------- Max Summons +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Con +4 Wil offense ------ Ignore resists +25% physical Accuracy +10 (+5 eff.) defense ------ Armor +14 Defense +17 (+5 eff.) Physical save +9 (+5 eff.) Mind save +11 (+3 eff.) Unlife -40.00 life 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 [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -444 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 888 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% 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 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: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 415 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] 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 and magical effect and reduce all damage taken by 19% 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 rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 90.52 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [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 direct a cone of chilling stormwind doing 246.62 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 19 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 14%, your defense is increased by 14 and all your resistances by 14%. 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 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 31%, your defense is increased by 31 and all your resistances by 31%. 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 139 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 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 75 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. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 5 turns. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 9 up to 2 times. 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: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 18 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +4 Con offense ------ Move Speed +10% Damage +9% mind Ignore resists +20% acid defense ------ Fatigue -5% Resistance +9% acid +5% arcane Mind save +3 (+1 eff.) Life Regen +6.00 Stun Resist +20% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +21% other ------- Masteries +0.11 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Cun +3 Con offense ------ Physical Crit +4.0% Physical Power +10 (+4 eff.) When Hit 8 physical defense ------ Armor +4 Resistance +12% temporal Physical save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str offense ------ Physical Crit +2.0% Damage +21% fire +6% physical When Hit 10 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Masteries +0.11 Wild-gift/Summoning (utility) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +2 Str +4 Dex +4 Con offense ------ Damage +12% lightning +15% fire Ignore resists +15% lightning When Hit 10 lightning defense ------ Resistance +30% fire Crit Resistance 10.00% other ------- See Invisibility +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% darkness Ignore resists +5% fire defense ------ Mind save +5 (+1 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 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 (+6 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 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ On-Hit (Melee): * 10% chance to slow global speed by 67% defense ------ Defense +15 (+5 eff.) Resistance +2% physical +6% fire Spell save +12 (+4 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+2 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +35% Pinning Resist +28% Knockbk Resist +27% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Dex offense ------ Accuracy +10 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +20.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +23% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +20% mind defense ------ Armor +4 Fatigue -6% Resistance +3% mind +3% light Unlife -80.00 life Healmod +5% Stun Resist +10% other ------- Encumbrance +25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Life +31.00 Disarm Resist +25% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +2% Mindpower +30 (+7 eff.) Damage +14% acid +6% nature defense ------ Resistance +28% acid +6% nature Mind save +15 (+5 eff.) other ------- Psi when Hit +0.28 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +12 (+4 eff.) Spellpower +13 (+7 eff.) Mindpower +15 (+4 eff.) Damage +15% mind +6% light +7% all On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% mind +9% cold other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +5 Str defense ------ Armor +10 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Rare] Arcane Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 cold +4 light On Hit: * 20% chance to reduce damage dealt by 31% While equipped: Stats +5 Wil offense ------ Spell Crit +3% Damage +6% darkness defense ------ Resistance +6% light other ------- Mana/turn +0.08 Max mana +80.00 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 139% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +18 fire While equipped: Stats +3 Str offense ------ Global Speed +7% Damage +7% physical Ignore resists +12% fire Accuracy +9 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +47 fire While equipped: offense ------ Global Speed +1% Ignore resists +8% all +13% fire Accuracy +12 (+6 eff.) Ignore Armor +9 Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 100% 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% While equipped: Stats +3 Str offense ------ Damage +6% physical Accuracy +9 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +9 (+5 eff.) Ignore Armor +10 Sharp, short and deadly. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-crit, radius 2 +12 fire While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Ignore resists +25% nature Accuracy +14 (+7 eff.) defense ------ Defense +16 (+5 eff.) Resistance +15% lightning +3% physical +5% arcane Unlife -80.00 life Disarm Resist +50% Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 117% 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% On-Hit, radius 1 +12 acid On Critical: * Deals 113 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) While equipped: Stats +1 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +9% nature defense ------ Resistance +8% blight +12% acid Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Disease Resist +12% other ------- EQ when Hit +1.60 Max stamina +20.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Random Unique] Nature/Disrupt/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +17 nature On-crit, radius 2 +53 fire On Hit: * 10% chance to slow global speed by 67% On Critical: * silences the target While equipped: Stats +5 Str +2 Wil offense ------ Physical Power +11 (+4 eff.) Global Speed +6% Ignore resists +16% fire +11% nature +5% mind defense ------ Resistance +3% mind +6% lightning Unlife -80.00 life Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Ego++] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: offense ------ Ignore resists +11% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+8 eff.) Spellpower/crit +10 Damage +20% lightning Ignore Shields +18% When Hit 8 blight defense ------ Armor +6 Defense +18 (+6 eff.) Shield Power +13% Knockbk Resist +20% other ------- Mana-on-crit +2.00 Max mana +40.00 See Invisibility +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +14 (+7 eff.) Damage +20% blight Ignore Shields +16% defense ------ Defense +15 (+5 eff.) Shield Power +8% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 162% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On Critical: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 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 Str 35 Steam Pool [Ego++] Arcane/Psionic/Steamtech Weapon Damage 140% 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 +72 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex offense ------ When Hit 9 lightning defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +14% lightning 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! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 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 +63 On-Hit, radius 1 +10 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% 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! |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 Steam Pool [Ego] Arcane/Master/Steamtech Weapon Damage 139% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 100% Block +75 Ignore Shields +10% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +7 Defense +8 (+2 eff.) Fatigue +10% 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! |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego++] Master Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+3 eff.) Ignore resists +8% physical Accuracy +9 (+5 eff.) Ignore Armor +7 One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +9% physical Accuracy +10 (+5 eff.) Ignore Armor +11 One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +4 Wil +3 Cun +8 Con offense ------ Ignore resists +15% mind defense ------ Resistance +11% light +10% darkness other ------- Psi when Hit +0.16 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +9 Dex offense ------ Damage +12% physical Accuracy +15 (+8 eff.) When Hit 4 acid 10 cold On-Hit (Melee): * 20% chance to reduce armor by 26% defense ------ Armor +6 Defense +10 (+3 eff.) Stealth +11 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +11 (+3 eff.) Stealth +7 Life +42.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +8 (+2 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 T3 belt armor [Ego] Disrupt/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +8% acid +5% blight Physical save +8 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +10 Str +5 Dex +3 Mag +4 Wil +5 Cun offense ------ Physical Crit +8.0% Mind Crit +10% other ------- Max mana +100.00 Infravision +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: defense ------ Armor +15 Defense +2 (+0 eff.) Resistance +2% physical +12% temporal +16% cold +12% nature +9% fire Mind save +3 (+1 eff.) Life +80.00 Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Damage +8% acid +21% physical +10% cold +12% temporal +10% fire Ignore resists +6% temporal +9% physical defense ------ Resistance +13% acid +13% physical +10% fire +11% cold +11% all Anomaly Control +11 other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +19% darkness defense ------ Resistance +28% darkness +11% all other ------- Mana/turn +0.24 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: offense ------ Damage +17% darkness Ignore resists +25% physical +25% fire When Hit 10 physical defense ------ Armor +12 Defense +15 (+5 eff.) Resistance +25% darkness +9% all other ------- Stamina/turn +3.00 Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +5 Dex offense ------ Physical Power +10 (+4 eff.) Ignore resists +20% nature When Hit 4 nature defense ------ Armor +4 Fatigue +3% Resistance +15% nature +10% fire +9% mind +10% cold other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +14 Dex +3 Cun +4 Con +10 Lck offense ------ Spellpower/crit +2 defense ------ Armor +3 Defense +9 (+3 eff.) Resistance +3% darkness Physical save +14 (+7 eff.) Mind save +15 (+5 eff.) Stealth +10 Poison Resist +20% Stun Resist +20% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +6 defense ------ Armor +3 Rush: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 7 Cooldown: 30 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 T3 feet armor [Ego++] Master While equipped: Stats +5 Dex offense ------ Physical Crit +3.0% Physical Power +5 (+2 eff.) Ignore resists +7% physical defense ------ Armor +3 Defense +12 (+4 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 1.0 Power cost 9 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 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +3 Defense +8 (+2 eff.) Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 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 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +4 Con +3 Wil offense ------ Spellpower +6 (+3 eff.) Mindpower +6 (+1 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 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 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Armor +3 other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +4 Con +3 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +7% physical defense ------ Armor +3 Silence Resist +32% Confus Resist +29% Stun Resist +26% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Silence Resist +22% Confus Resist +22% Stun Resist +20% Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 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 25% chance to evade melee and ranged attacks and 17 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. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +3 Str +4 Wil +3 Con offense ------ On-Hit 9 fire Damage +4% fire defense ------ Armor +3 Fatigue +5% Resistance +6% fire Disarm Resist +37% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Con offense ------ Spell Crit +4% Spellpower +5 (+3 eff.) defense ------ Armor +1 Physical save +12 (+6 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Disarm Resist +22% other ------- Mana/turn +0.13 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 36 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Cun +4 Con offense ------ Mindpower +20 (+5 eff.) Damage +9% light Ignore resists +25% light defense ------ Defense +2 (+0 eff.) Resistance +10% fire +10% cold other ------- See Invisibility +12 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Damage +9% light +12% cold Ignore resists +25% light +10% cold When Hit 4 light defense ------ Armor +4 Fatigue +4% Resistance +18% cold +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +21% darkness +18% temporal Ignore resists +15% lightning +25% temporal +15% darkness defense ------ Armor +3 Fatigue +3% Resistance +6% darkness 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] Nature While equipped: offense ------ Damage +12% fire +11% cold defense ------ Defense +1 (+0 eff.) Resistance +6% fire +6% darkness +16% cold Crit Resistance 15.00% Unlife -60.00 life A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Cun +4 Dex offense ------ Critical power +20.00% Spellpower +10 (+5 eff.) Mindpower +25 (+6 eff.) Damage +3% blight +6% mind defense ------ Armor +4 Fatigue +4% Spell save +9 (+3 eff.) other ------- EQ when Hit +0.04 Vim-on-crit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Critical power +10.00% Spellpower/crit +10 Damage +6% temporal Ignore resists +15% blight Ignore Shields +10% When Hit 4 blight defense ------ Armor +4 Fatigue +4% Physical save +17 (+9 eff.) other ------- Max mana +20.00 Light +3 Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Damage +15% temporal Ignore resists +20% acid +15% temporal +20% fire Accuracy +9 (+5 eff.) When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +9 (+3 eff.) Fatigue +3% Resistance +27% acid A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +12 Lck +6 Wil offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +6% Critical power +15.00% Damage +6% mind Ignore resists +10% mind +15% cold defense ------ Armor +4 Fatigue +4% Resistance +21% lightning 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] Nature While equipped: offense ------ Damage +6% nature +12% mind +6% darkness When Hit 10 mind 10 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +4 Fatigue +4% Resistance +10% lightning +10% temporal +9% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: defense ------ Defense +2 (+0 eff.) Shield Power +7% Life Regen +3.20 other ------- EQ when Hit +1.50 Psi when Hit +1.70 Hate when Hit +1.30 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 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 36.9 Physical damage. If the attack hits, the target is confused (35% 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. |
![]() 2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +6 Dex +3 Con defense ------ Armor +4 Fatigue +4% Resistance +15% darkness Physical save +7 (+4 eff.) Mind save +8 (+2 eff.) other ------- Infravision +4 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. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +9 Defense +6 (+2 eff.) Fatigue +3% Resistance +4% all Physical save +9 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% other ------- Stamina when Hit +1.30 EQ when Hit +1.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +4 Cun offense ------ Accuracy +7 (+4 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +6 Str +7 Dex defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 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 36.9 Physical damage. If the attack hits, the target is confused (35% 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. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +3 (+1 eff.) defense ------ Defense +2 (+0 eff.) Resistance +6% lightning +5% temporal +6% light +5% fire +5% nature +5% acid +4% blight +5% cold +5% darkness other ------- Psi/turn +0.13 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +6 Fatigue +3% other ------- Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +3% Damage +10% blight +8% arcane defense ------ Armor +3 Fatigue +3% Physical save +17 (+9 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Master/Psionic While equipped: Stats +7 Str +6 Wil +5 Cun defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +13% darkness +9% physical Mind save +14 (+4 eff.) other ------- Light +2 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego+] Disrupt While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +11% nature +11% blight Resist Against +6% Unnatural A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature While equipped: defense ------ Armor +11 Defense +4 (+1 eff.) Fatigue +12% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of mail. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego++] Disrupt/Master While equipped: Stats +7 Cun +7 Dex defense ------ Armor +11 Defense +16 (+5 eff.) Fatigue +8% Resistance +13% nature +14% blight Resist Against +9% Unnatural A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +6 Str +5 Dex +4 Mag +8 Wil +10 Cun defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Mind save +14 (+4 eff.) Life +42.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +16 Defense +12 (+4 eff.) Fatigue +8% Resistance +18% fire +10% physical A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: offense ------ Damage +24% lightning +18% light Ignore resists +10% lightning When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Armor +24 Fatigue +22% Resistance +9% lightning A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Random Unique] Arcane/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con offense ------ Critical power +10.00% Damage +6% arcane On shield block: * Deals 73 light and fire damage to each enemy blocked On-Hit (Melee): * 31% chance to reduce all saves and defense by 39 When Hit: * 27% chance to reduce all saves and defense by 39 defense ------ Armor +16 Fatigue +8% Resistance +8% fire +13% light +6% mind Physical save +12 (+6 eff.) other ------- Mana-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +15 Fatigue +8% Resistance +12% blight +30% cold +12% darkness Life +60.00 Stun Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Dex offense ------ Accuracy +20 (+10 eff.) defense ------ Armor +14 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) 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 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +9 Str +2 Wil +2 Cun offense ------ Mind Crit +9% Mindpower +9 (+2 eff.) Ignore resists +20% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Resistance +6% mind Mind save +8 (+2 eff.) other ------- Light +4 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +12 (+6 eff.) defense ------ Defense +20 (+6 eff.) Resistance +6% acid +6% light +18% fire +5% arcane +3% mind Crit Resistance 5.00% Mind save +3 (+1 eff.) Life +80.00 other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 66% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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 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. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Weapon Damage 158% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 16 On-ranged-hit +20 cold On-crit, radius 2 +10 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +1 Mag +2 Wil offense ------ When Hit 6 arcane 6 lightning other ------- Mana/turn +0.12 Mana-on-crit +2.00 Setup a psionic shield, reducing all damage taken by 105 for 5 turns Puts all charms on 15 turn cooldown 100% to heal for 82. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +10 Str +3 Dex offense ------ Ignore resists +25% arcane defense ------ Resistance +9% light other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 283 physical damage Puts all charms on 9 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 T3 torque charm [Ego] Psionic 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 gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 271 physical damage Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 264 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +3 Str +12 Cun +3 Con offense ------ Physical Crit +5.0% defense ------ Crit Resistance 15.00% other ------- Infravision +3 Sting an enemy dealing 374 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% nature +12% fire Ignore resists +25% nature When Hit 2 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 39 defense ------ Resistance +6% mind Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 9 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 209 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% nature Ignore resists +20% nature On-Hit (Melee): * 20% chance to slow global speed by 67% Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to increase all damage by 21% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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 T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skit i handfatet the Halfling Summoner level 30
5th Dusk 123rd year of Ascendancy at 14:21 see stats
By Skit i handfatet the Halfling Summoner level 36
20th Haze 123rd year of Ascendancy at 12:02 see stats
By Skit i handfatet the Halfling Summoner level 36
18th Haze 123rd year of Ascendancy at 08:46 see stats
By Skit i handfatet the Halfling Summoner level 32
68th Dusk 123rd year of Ascendancy at 20:08 see stats
By Skit i handfatet the Halfling Summoner level 9
3rd Summertide 122nd year of Ascendancy at 16:21 see stats
By Skit i handfatet the Halfling Summoner level 33
7th Haze 123rd year of Ascendancy at 19:09 see stats
By Skit i handfatet the Halfling Summoner level 28
8th Mirth 123rd year of Ascendancy at 01:04 see stats
By Skit i handfatet the Halfling Summoner level 21
25th Pyre 123rd year of Ascendancy at 04:33 see stats
By Skit i handfatet the Halfling Summoner level 28
8th Mirth 123rd year of Ascendancy at 14:21 see stats
By Skit i handfatet the Halfling Summoner level 30
5th Flare 123rd year of Ascendancy at 06:23 see stats
By Skit i handfatet the Halfling Summoner level 10
37th Dusk 122nd year of Ascendancy at 02:39 see stats
By Skit i handfatet the Halfling Summoner level 20
5th Pyre 123rd year of Ascendancy at 21:18 see stats
By Skit i handfatet the Halfling Summoner level 30
4th Flare 123rd year of Ascendancy at 04:18 see stats
By Skit i handfatet the Halfling Summoner level 31
45th Dusk 123rd year of Ascendancy at 03:25 see stats
By Skit i handfatet the Halfling Summoner level 18
65th Regrowth 123rd year of Ascendancy at 17:40 see stats
By Skit i handfatet the Halfling Summoner level 31
45th Dusk 123rd year of Ascendancy at 03:27 see stats
By Skit i handfatet the Halfling Summoner level 22
25th Pyre 123rd year of Ascendancy at 13:02 see stats
By Skit i handfatet the Halfling Summoner level 8
7th Mirth 122nd year of Ascendancy at 14:41 see stats
By Skit i handfatet the Halfling Summoner level 18
58th Regrowth 123rd year of Ascendancy at 16:32 see stats
By Skit i handfatet the Halfling Summoner level 8
6th Mirth 122nd year of Ascendancy at 00:58 see stats
By Skit i handfatet the Halfling Summoner level 26
73rd Pyre 123rd year of Ascendancy at 04:09 see stats
By Skit i handfatet the Halfling Summoner level 17
50th Haze 122nd year of Ascendancy at 11:58 see stats
By Skit i handfatet the Halfling Summoner level 35
16th Haze 123rd year of Ascendancy at 05:58 see stats
Log
You can feel tremors in the tentacle.. A gastric wave is coming!
Bloated ooze is caught in decaying ground.
Gliriawe the corrupted protosentient globula deactivates Osmosis Shield.
Thought-forged bowman is poisoned numbing blight!
Ce'Nysekira the corrupted protoplasmic controller resonates with the damage.
Ce'Nysekira the corrupted protoplasmic controller is poisoned with crippling blight!
Ghoul speeds up in the retch.
Ce'Nysekira the corrupted protoplasmic controller converts some damage to Psi!
Gliriawe the corrupted protosentient globula shares damage with his oozes!
Corrupted protoplasmic controller's Acidfire cloud hits Fire drake (wild summon) for 54 acid damage.
Corrupted mastocytic feeder's blight poison area effect hits Thought-forged bowman for 21 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Ce'Nysekira the corrupted protoplasmic controller for 6 to psi, 7 blight (13 total damage).
Corrupted dendritic hemospinner's Eyal's Wrath hits Fire drake hatchling for 55 nature damage.
Ghoul's purging blight area effect hits Fire drake (wild summon) for 35 blight damage.
Ghoul's purging blight area effect hits Gliriawe the corrupted protosentient globula for 16 blight damage.
Ghoul's purging blight area effect hits Bloated ooze for 0 blight damage.
Ghoul's purging blight area effect hits Corrupted protoplasmic controller for 40 blight damage.
Ghoul's purging blight area effect hits Mayegathra the corrupted dendritic hemospinner for 40 blight damage.
Ghoul receives 85 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Bloated ooze for 0 blight damage.
Betathra the corrupted acidic digestor's decaying ground area effect hits Nerokira the Blightborn for 30 blight damage.
Betathra the corrupted acidic digestor's decaying ground area effect hits Bloated ooze for 17 blight damage.
Ce'Nenor the corrupted protoplasmic controller's Acidfire cloud hits Fire drake (wild summon) for 42 acid damage.
Nerokira the Blightborn's Eyal's Wrath hits Fire drake (wild summon) for 99 nature damage.
Nerokira the Blightborn's Eyal's Wrath hits Fire drake hatchling for 119 nature damage.
Ce'Nysekira the corrupted protoplasmic controller's Acidfire cloud hits Skit i handfatet for 68 acid damage.
Ce'Nysekira the corrupted protoplasmic controller's Acidfire cloud hits Fire drake (wild summon) for 107 acid damage.
Mayegathra the corrupted dendritic hemospinner's Eyal's Wrath hits Skit i handfatet for 37 nature damage.
Mayegathra the corrupted dendritic hemospinner's Eyal's Wrath hits Fire drake (wild summon) for 87 nature damage.
Skit i handfatet the level 38 halfling summoner was dissolved to death by Ce'Nysekira the corrupted protoplasmic controller on level 1 of inside a giant tentacle.
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Damage dealt
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29,312 mind
17,192 nature
13,069 physical
672 cold
474 fire
163 lightning
20 arcane
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Damage taken
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48,349 fire
32,562 physical
19,807 cold
12,099 lightning
10,853 light
8,689 nature
8,109 darkness
6,220 acid
3,765 blight
3,300 arcane
2,547 mind
858 temporal