












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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: Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. 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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Hyperdimension Neptunia Character Icons 1.5.5Adds some very clean chibi custom tiles from the Hyperdimension Neptunia series of video games. None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. Credits to Yurax-Mae for sending these my way, as they are freebies for personal and non-commercial use Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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: QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
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 Adventure |
Sex | Female |
Race | Cornac |
Class | Skirmisher |
Level / Exp | 30 / 57% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 8 on the 2nd Mirth 122nd year of Ascendancy at 23:45 0 / 7Killed by orc corruptor at level 17 on the 1st Flare 122nd year of Ascendancy at 07:22 Killed by Xilrabeth the minotaur at level 19 on the 4th Flare 122nd year of Ascendancy at 07:38 Killed by Xilrabeth the minotaur at level 19 on the 4th Flare 122nd year of Ascendancy at 08:52 Killed by Ivonne the mean looking elven guard at level 29 on the 21st Dusk 122nd year of Ascendancy at 18:59 Killed by Emytha the white wolf at level 29 on the 24th Dusk 122nd year of Ascendancy at 13:30 Killed by Cyrubeth the anaconda at level 30 on the 25th Dusk 122nd year of Ascendancy at 17:52 |
Antimagic | Follower |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 66 (base 60) |
Constitution | 11 (base 10) |
Magic | 6 (base 10) |
Willpower | 35 (base 22) |
Cunning | 49 (base 44) |
Resources
Life | -126/644 |
Steam | 100/100 |
Stamina | 178/214 |
Equilibrium | 31 |
Healing Factor | 0.65971620758457 |
Regeneration | 34.450516768412 |
Speed
Mental | +30% |
Attack | 0% |
Movement | -60% |
Spell | 0% |
Global | +74.074074074074% |
Vision
Sight | 12 |
Lite | 4 |
Infravision | 5 |
See Stealth | 37.316321645086 |
See Invisible | 44.316321645086 |
Offense: Mainhand
Damage | 107 |
Accuracy | 54 |
Crit Chance | 25% |
APR | 6 |
Speed | 0.65 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Physical | +21% |
Mind | +20% |
All | 0% |
Offense: Damage Penetration
Acid | +30% |
Nature | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 68.719009130622 (74.587707036968%) |
Defense | 72 |
Ranged Defense | 72 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 14 |
Mental Save | 29 |
Defense: Resistances
Acid | + 36%( 72%) |
Blight | + 40%( 72%) |
Physical | + 6%( 72%) |
Cold | + 63%( 72%) |
All | + 12%( 72%) |
Darkness | + 46%( 72%) |
Temporal | + 34%( 72%) |
Lightning | + 51%( 72%) |
Mind | + 22%( 72%) |
Fire | + 39%( 72%) |
Nature | + 60%( 72%) |
Defense: Immunities
Teleport Resistance | 20% |
Pinning Resistance | 20% |
Disarm Resistance | 100% |
Confusion Resistance | 34% |
Knockback Resistance | 70% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Blind Resistance | 12% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Pace Yourself |
talent | Insidious Poison |
talent | Trained Reactions |
talent | Counter Shot |
talent | Apply Poison |
talent | Numbing Poison |
talent | Antimagic Shield |
detrimental effect | Reduces global action speed by 30%. Slow |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Huge cut that bleeds, doing 57.59 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
detrimental effect | The target is disabled, reducing movement speed by 74% and accuracy by 34. Disable |
beneficial effect | A flow of life spins around the target, regenerating 46.08 life per turn. Regeneration |
beneficial effect | You gain 19% resistance against lightning, temporal and darkness. Resolve |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | Firing slings does not consume shots. Eldoral |
beneficial effect | The target stands strong, increasing all resistances by 7.7% and resistance caps by 1.8%. Eternal Warrior |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Soul absorbed upon death. Soul Leech |
detrimental effect | The target's mind and body is wasting away, reducing all stats by 4. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
You failed to protect the injured seer from death by fire drake. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by Zubewyn the cave bear. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the repented thief from death by 3-headed hydra (wild summon). Escort: repented thief (level 4 of Old Forest) | 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 |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Defense +13 (+4 eff.) Resistance +3% cold Knockbk Resist +20% Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 5.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego+] Psionic Weapon Damage 168% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 20 On-ranged-hit +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 204 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +25 (+8 eff.) Damage +11% mind Ignore resists +20% nature When Hit 6 fire defense ------ Resistance +12% mind +12% nature other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +9% mind When Hit 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +4 Fatigue +4% Resistance +16% acid +7% temporal +3% blight +16% fire +26% lightning +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +130% Stun Resist +30% Knockbk Resist +30% other ------- Talents +4 Iron Grip Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Accuracy +15 (+5 eff.) defense ------ Unlife -60.00 life Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 450 Base Damage: 228 Armor: 1 All Resist: 12 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 35% for 2 turns. 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Life +27.00 Disarm Resist +27% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str defense ------ Armor +6 Mind save +5 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +2 Wil offense ------ Physical Power +6 (+3 eff.) Mindpower +8 (+3 eff.) Combat Speed +10% Damage +6% physical defense ------ Mind save +5 (+3 eff.) Blind Resist +12% Confus Resist +11% other ------- Infravision +3 Sight +2 See Invis +7 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 123% Range: 1.0x-1.4x Uses 150% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +9% blight +12% acid Crit Resistance 15.00% Life +78.00 Teleport 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 | ![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +15.00% Physical Power +7 (+3 eff.) On-Hit 7 fire On-Ranged-Hit 6 fire Damage +12% nature Ignore resists +5% nature +5% acid When Hit 40 physical defense ------ Armor +29 Defense +9 (+3 eff.) Fatigue +9% Resistance +15% fire +3% nature +24% physical Physical save +16 (+8 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 36 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -498 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1094 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% 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: 18 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +10% arcane +25% nature When Hit 6 darkness defense ------ Fatigue -5% Resistance +5% arcane Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +13% nature +11% blight Poison Resist +20% Disease Resist +23% other ------- Masteries +0.11 Technique/Tireless Combatant Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +1 Str +4 Dex +1 Mag +1 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 31 defense ------ Resistance +8% physical +12% light +16% darkness Blind Resist +31% other ------- Stamina/turn +0.50 Light +1 See Invis +15 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Mind save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% fire On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Resistance +18% blight +35% fire +3% darkness +9% nature Spell save +3 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +14% light +3% fire Ignore resists +10% nature +15% mind On-Hit (Melee): * 10% chance to slow global speed by 59% * 10% chance to reduce all saves and defense by 31 defense ------ Resistance +9% mind +20% nature +28% light Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +7 Str offense ------ Spell Crit +9% Critical power +34.00% Spellpower +6 (+6 eff.) Damage +15% temporal Accuracy +10 (+3 eff.) Ignore Armor +3 When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Defense +10 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Cun +6 Wil offense ------ Spell Crit +2% Mind Crit +5% Critical power +5.00% Spellpower +10 (+10 eff.) Mindpower +10 (+3 eff.) Damage +19% fire Ignore resists +10% fire other ------- Hate-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 120% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +4 fire On-Hit, radius 1 +16 light +13 fire While equipped: offense ------ Damage +9% blight Ignore resists +15% blight When Hit 4 fire defense ------ Resistance +9% light +3% fire Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Random Unique] Arcane/Master Weapon Damage 147% 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-hit +8 light +8 cold On-Hit, radius 1 +4 light On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Damage +7% acid Ignore resists +19% acid +10% light defense ------ Resistance +9% cold other ------- Light +2 Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 147% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +19 Critical Rate +1.5% Attack Speed 100% Phasing +16% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed mauls. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Psionic Weapon Damage 154% 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-hit +10 darkness Damage Against +16% Living While equipped: Stats +9 Str offense ------ Critical power +15.00% Accuracy +10 (+3 eff.) defense ------ Mind save +6 (+3 eff.) other ------- Max stamina +30.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Master/Psionic Weapon Damage 157% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 darkness Damage Against +12% Living Massive two-handed swords. |
![]() 3.0 Encumbrance T3 trident 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-hit +12 temporal +9 cold While equipped: defense ------ Resistance +12% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego] Nature Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +9 nature Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +8% all Accuracy +8 (+3 eff.) Ignore Armor +7 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +8% fire Ignore resists +7% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +13 cold While equipped: Stats +7 Str offense ------ Physical Crit +2.0% Physical Power +15 (+6 eff.) Ignore resists +10% physical defense ------ Defense +25 (+7 eff.) Unlife -60.00 life Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +9 cold On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +10.0% Physical Power +7 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +9 fire While equipped: Stats +6 Str offense ------ Damage +8% physical Accuracy +5 (+2 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Damage +9% arcane Accuracy +8 (+3 eff.) defense ------ Armor +8 Defense +20 (+5 eff.) Resistance +12% light Spell save +18 (+12 eff.) Disarm Resist +28% other ------- Mana-on-crit +2.00 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Disrupt/Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Deals 87 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 5 While equipped: defense ------ Disease Resist +15% One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Combat Speed +10% Ignore resists +10% all Accuracy +18 (+6 eff.) Ignore Armor +6 One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 123% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 light Damage Against +13% Undead Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Nature/Disrupt Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 nature On Hit: * 12 arcane resource burn Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Disrupt/Master Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 13 arcane resource burn While equipped: Stats +3 Str offense ------ Damage +9% physical Accuracy +7 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 122% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +7 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Fire Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 82% 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 +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +4% nature Ignore resists +6% nature +20% temporal defense ------ Resistance +4% nature +6% light Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +5.00% Mindpower +6 (+2 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) other ------- Equi when Hit +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 97% 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 +9 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 93% 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 (+2 eff.) On-Hit 10 cold Damage +4% cold Ignore resists +10% cold defense ------ Armor +5 Resistance +11% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Arcane/Master/Steamtech Weapon Damage 124% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam When used to Attack: On-hit +12 light +14 darkness While equipped: Stats +3 Cun +3 Mag offense ------ Damage +12% light +13% darkness Accuracy +8 (+3 eff.) defense ------ Armor +4 Defense +11 (+3 eff.) Fatigue +8% Resistance +11% light +10% darkness Disarm Resist +28% 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 [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +9 Dex +6 Cun +2 Con offense ------ Damage +9% nature other ------- Light +3 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +4 mind On Hit: * 20% chance to reduce armor by 11% While equipped: Stats +8 Dex offense ------ Mind Crit +1% Damage +6% mind Ignore resists +11% physical When Hit 4 mind On-Hit (Ranged): * 20% chance to reduce armor by 11% defense ------ Resistance +18% acid other ------- Max hate +8.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +8 acid While equipped: offense ------ Physical Crit +3.0% Damage +8% acid Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego] Arcane/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 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [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 +6 Str +6 Dex +5 Mag +5 Wil +3 Cun +3 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +9.0% Accuracy +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 arrow ammo [Ego] Master Weapon Damage 139% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +10 Critical Rate +2.0% Capacity 23 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 145% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 49 On-ranged-hit +20 lightning On-Hit, radius 1 +8 lightning +20 mind +20 blight On-crit, radius 2 +20 blight While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 150% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +4 lightning +12 mind On-Hit, radius 1 +20 nature +8 mind On Hit: * 10% chance to slow global speed by 59% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Master Weapon Damage 138% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 41 While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 143% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 24 On-ranged-hit +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 204 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Nature When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +82 On-hit +14 light +13 darkness On-crit, radius 2 +12 light +14 fire While equipped: Stats +7 Cun +4 Mag offense ------ Damage +14% light +13% darkness On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +12 Fatigue +8% Resistance +13% darkness +20% light +13% blight +6% cold +13% nature +7% fire Life +100.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego++] Nature/Master When used to Attack: Weapon Damage 157% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +144 While equipped: Stats +5 Str +1 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Armor +8 Fatigue +8% Resistance +5% acid +8% fire +8% cold +7% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +15% cold +7% all other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +15% lightning When Hit: * 5% chance to slow global speed by 59% * 5 arcane resource burn defense ------ Resistance +22% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Psionic While equipped: Stats +5 Wil +5 Mag defense ------ Resistance +13% all other ------- Mana/turn +0.18 Psi/turn +0.24 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Disrupt While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +34% nature +27% blight Resist Against +8% Unnatural A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +20% lightning Life Regen +2.00 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: offense ------ Physical Crit +6.0% Damage +12% nature +6% physical Ignore resists +25% nature +10% fire defense ------ Armor +10 Defense +3 (+1 eff.) Fatigue +12% Resistance +23% cold +2% physical Physical save +12 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life +29.00 Life Regen +3.00 Healmod +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +16 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% physical Physical save +13 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Arcane/Psionic While equipped: offense ------ On-Hit 16 acid 11 fire When Hit 10 acid 10 fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +13% acid +15% fire +7% mind Mind save +12 (+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 [Rare] Nature While equipped: offense ------ When Hit 8 light defense ------ Resistance +9% lightning +6% temporal +3% light other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +15% mind +6% cold defense ------ Resistance +12% light +9% darkness +6% mind Life +38.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +2 Wil offense ------ Spell Crit +2% Physical Power +5 (+3 eff.) Ignore resists +25% nature defense ------ Resistance +12% temporal Spell save +10 (+8 eff.) other ------- Mana/turn +0.08 Vim-on-crit +2.00 Max mana +80.00 Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +2 Mag +3 Con defense ------ Defense +1 (+1 eff.) Life +31.00 Life Regen +4.00 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 T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Wil +3 Mag offense ------ Damage +12% cold Ignore resists +25% cold defense ------ Defense +2 (+1 eff.) Resistance +15% lightning +30% cold Spell save +10 (+8 eff.) other ------- Max mana +55.00 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: offense ------ Physical Crit +2.0% Physical Power +3 (+2 eff.) defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue -4% Resistance +10% cold 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 [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) Damage +15% mind +12% blight Ignore resists +7% physical +10% mind +15% light When Hit 6 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +3 Resistance +3% blight other ------- Light +2 Blindside: Puts all charms on 25 cooldown Effective talent level: 1.0 Power cost 25 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 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +7% physical When Hit 4 mind defense ------ Armor +3 Defense +20 (+5 eff.) Crit Resistance 5.00% Life Regen +4.00 Disease Resist +20% Blindside: Puts all charms on 25 cooldown Effective talent level: 2.0 Power cost 25 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 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Cun +1 Con offense ------ Ignore resists +15% light +10% fire When Hit 4 light defense ------ Armor +3 Resistance +10% cold +18% fire Crit Resistance 15.00% other ------- Infravision +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Power +20 (+8 eff.) Damage +9% lightning Accuracy +15 (+5 eff.) defense ------ Armor +12 Defense +10 (+3 eff.) Fatigue +3% Resistance +7% lightning +8% temporal 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] Nature While equipped: Stats +2 Wil offense ------ Damage +6% mind +6% fire Ignore resists +10% mind +20% fire When Hit 6 acid defense ------ Armor +4 Fatigue +3% Life Regen +6.00 Healmod +13% other ------- Equi when Hit +0.08 Hate-on-crit +3.00 Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% 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: offense ------ On-Hit 7 temporal On-Ranged-Hit 9 temporal Damage +6% temporal defense ------ Armor +2 Resistance +8% temporal Unarmed combat: Weapon Damage 115% 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: * 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. |
![]() 2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Defense +2 (+1 eff.) Resistance +7% lightning +7% temporal A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% darkness defense ------ Armor +3 Fatigue +3% Resistance +3% mind +6% light Physical save +16 (+8 eff.) Disarm Resist +10% Knockbk Resist +20% Teleport Resist +20% other ------- Light +3 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Dex defense ------ Armor +3 Fatigue +3% Resistance +15% darkness other ------- Infravision +4 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+9 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. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 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 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 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 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +11 Str +5 Wil offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +7 (+3 eff.) Damage +15% cold Ignore resists +25% fire defense ------ Defense +10 (+3 eff.) other ------- Stamina/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +1 Mag +1 Wil offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 31 other ------- Infravision +2 See Invis +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% arcane +27% fire When Hit 6 fire defense ------ Resistance +12% acid +15% fire Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 678 Base Damage: 305 Armor: 26 All Resist: 21 Puts all charms on 25 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 187 lightning damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Fire a magical bolt dealing 259 acid damage Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By 123b3b21b123132 the Cornac Skirmisher level 17
1st Flare 122nd year of Ascendancy at 09:52 see stats
By 123b3b21b123132 the Cornac Skirmisher level 25
8th Dusk 122nd year of Ascendancy at 20:07 see stats
By 123b3b21b123132 the Cornac Skirmisher level 23
3rd Dusk 122nd year of Ascendancy at 14:17 see stats
By 123b3b21b123132 the Cornac Skirmisher level 10
3rd Mirth 122nd year of Ascendancy at 22:09 see stats
By 123b3b21b123132 the Cornac Skirmisher level 20
6th Flare 122nd year of Ascendancy at 17:47 see stats
By 123b3b21b123132 the Cornac Skirmisher level 30
24th Dusk 122nd year of Ascendancy at 20:55 see stats
By 123b3b21b123132 the Cornac Skirmisher level 24
5th Dusk 122nd year of Ascendancy at 21:57 see stats
By 123b3b21b123132 the Cornac Skirmisher level 22
1st Dusk 122nd year of Ascendancy at 15:22 see stats
By 123b3b21b123132 the Cornac Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 04:31 see stats
By 123b3b21b123132 the Cornac Skirmisher level 28
12nd Dusk 122nd year of Ascendancy at 22:10 see stats
By 123b3b21b123132 the Cornac Skirmisher level 29
24th Dusk 122nd year of Ascendancy at 04:29 see stats
By 123b3b21b123132 the Cornac Skirmisher level 24
6th Dusk 122nd year of Ascendancy at 17:49 see stats
By 123b3b21b123132 the Cornac Skirmisher level 17
1st Flare 122nd year of Ascendancy at 05:13 see stats
Log
Entropic Gift from Isonor the Guardian hits 123b3b21b123132 for (12 antimagic), 0 temporal, (17 antimagic), 0 darkness (0 total damage).
123b3b21b123132 loses sight!
123b3b21b123132 is disabled.
Something hits 123b3b21b123132 for damage.
Something hits 123b3b21b123132 for (12 antimagic), 0 temporal, (17 antimagic), 0 darkness (0 total damage).
123b3b21b123132 is free from the prophecy.
123b3b21b123132 stops regenerating health quickly.
Deep Wound from Cyrubeth the anaconda hits 123b3b21b123132 for (28 flat reduction), 31 physical (31 total damage).
Entropic Gift from Isonor the Guardian hits 123b3b21b123132 for (12 antimagic), 0 temporal, (16 antimagic), 0 darkness (0 total damage).
123b3b21b123132 has survived the entropic gift.
Deep Wound from Cyrubeth the anaconda hits 123b3b21b123132 for (28 flat reduction), 31 physical (31 total damage).
123b3b21b123132 reacts to damage from Something, mitigating the blow!.
123b3b21b123132 regains their strength.
123b3b21b123132 is wasting away.
Something hits 123b3b21b123132 for (35 antimagic), (28 flat reduction), 52 temporal, (35 antimagic), (28 flat reduction), (48 reacted , -5 stam), 74 temporal (126 total damage).
Deep Wound from Cyrubeth the anaconda hits 123b3b21b123132 for (28 flat reduction), 30 physical (30 total damage).
Something misses 123b3b21b123132.
123b3b21b123132 uses Infusion: Movement.
123b3b21b123132 is moving at extreme speed!
123b3b21b123132 uses Infusion: Regeneration.
123b3b21b123132 starts regenerating health quickly.
123b3b21b123132 slows down.
123b3b21b123132 slows down.
Something hits 123b3b21b123132 for (35 antimagic), (16 flat reduction), 0 temporal (0 total damage).
Deep Wound from Cyrubeth the anaconda hits 123b3b21b123132 for (28 flat reduction), 26 physical (26 total damage).
Something misses 123b3b21b123132.
Something performs a melee critical strike against 123b3b21b123132!
123b3b21b123132 reacts to an attack from Something, mitigating the blow!.