










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Paradox Mage |
Level / Exp | 22 / 82% |
Size | medium |
Lifes / Deaths | Killed by Loki at level 19 on the 13rd Haze 122nd year of Ascendancy at 03:21 3 / 2Killed by Ce'Niwyn the gigantic sandworm tunneler at level 20 on the 22nd Haze 122nd year of Ascendancy at 18:55 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 18 (base 12) |
Magic | 59 (base 51) |
Willpower | 71 (base 45) |
Cunning | 16 (base 10) |
Resources
Life | 667/667 |
Paradox | 300 |
Healing Factor | 1.2011363549267 |
Regeneration | 1.261193172673 |
Speed
Mental | -1.1002310174035E-11% |
Attack | -1.1002310174035E-11% |
Movement | +10% |
Spell | -1.1002310174035E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 9 |
See Stealth | 18.815289237657 |
See Invisible | 33.815289237657 |
Offense: Mainhand
Damage | 23 |
Accuracy | 6 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 29% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 8% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Cold | +3% |
Lightning | +18% |
Light | +3% |
Temporal | +7% |
Darkness | +12% |
Arcane | +15% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Cold | +15% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 23.213075449774 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 32 |
Mental Save | 36 |
Defense: Resistances
Nature | + 14%( 70%) |
Lightning | + 22%( 70%) |
Darkness | + 23%( 70%) |
Cold | + 17%( 70%) |
Blight | + 19%( 70%) |
Mind | + 12%( 70%) |
Fire | + 12%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Pinning Resistance | 63% |
Disarm Resistance | 42% |
Bleed Resistance | 15% |
Confusion Resistance | 20% |
Knockback Resistance | 46% |
Stun Resistance | 15% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 386 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 101 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 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. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Gravity | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Chronomancy / Matter | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Contingency |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved talent Vitality (+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 Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed orc heart. * '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.' 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 minotaur nose. * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Move Speed +10% defense ------ Armor +3 Fatigue -6% Resistance +6% lightning Life +41.00 other ------- Stamina/turn +0.40 Infravision +3 See Invis +15 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +13 Wil +3 Cun offense ------ Mind Crit +2% When Hit 4 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Armor +5 Fatigue +5% Resistance +11% blight Mind save +23 (+9 eff.) other ------- Stamina when Hit +1.90 EQ when Hit +2.00 Psi when Hit +0.04 Max hate +6.00 Light +1 A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+2 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +23.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +24% other ------- Encumbrance +20 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% light +3% cold Ignore resists +5% darkness When Hit 6 light 2 darkness defense ------ Resistance +9% cold Life +22.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +15% cold When Hit 4 cold defense ------ Resistance +3% mind Life +101.00 Confus Resist +20% Pinning Resist +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Spell Crit +8% Critical power +10.00% Spellpower +19 (+7 eff.) Damage +15% lightning +6% fire +12% darkness When Hit 2 fire defense ------ Resistance +3% fire Life Regen +0.80 Healmod +13% other ------- Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Cun +1 Dex offense ------ On-Hit 6 lightning Damage +3% lightning defense ------ Armor +1 Resistance +8% lightning +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Con offense ------ Critical power +20.00% Ignore resists +10% arcane defense ------ Defense +2 (+1 eff.) Physical save +9 (+4 eff.) Life +50.00 other ------- Max mana +60.00 Max vim +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 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." |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 69 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 175 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 663% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 4 blight, 4 arcane, 4 nature, 3 temporal 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: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 223.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 24 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. 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 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Wil +1 Con offense ------ Damage +9% light When Hit 4 light other ------- Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +1 Wil defense ------ Resistance +13% mind +2% physical Crit Resistance 15.00% Confus Resist +21% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Dex +2 Wil defense ------ Resistance +3% temporal Life Regen +4.00 Teleport Resist +20% other ------- See Invis +3 Masteries +0.13 Chronomancy/Flux Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Mag offense ------ Damage +3% fire defense ------ Resistance +15% lightning +10% temporal Pinning Resist +20% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +4 Mag defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -5% Life Regen +3.00 other ------- Mana/turn +0.10 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Cun defense ------ Physical save +12 (+6 eff.) Spell save +14 (+7 eff.) Mind save +12 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Lck +2 Mag offense ------ Spellpower/crit +2 Accuracy +9 (+9 eff.) defense ------ Defense +7 (+3 eff.) Resist unseen 12% other ------- Mana/turn +0.18 Max mana +24.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +11% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex +4 Con defense ------ Resistance +6% nature +15% lightning Physical save +8 (+4 eff.) other ------- Infravision +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Critical power +10.00% Mindpower +10 (+4 eff.) Damage +3% fire defense ------ Resistance +3% nature Mind save +6 (+3 eff.) other ------- Max psi +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% cold Ignore resists +10% darkness +10% cold Accuracy +8 (+8 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Resistance +6% darkness Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +15.00% Physical Power +6 (+5 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Ignore resists +5% acid defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Mind save +5 (+3 eff.) Confus Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+8 eff.) Ignore Armor +7 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Life +23.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +12% blight defense ------ Fatigue -5% Resistance +12% blight other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life +23.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+10 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +22.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: Stats +2 Con offense ------ Damage +6% fire Ignore resists +10% lightning Accuracy +10 (+10 eff.) defense ------ Resistance +7% acid +6% fire +18% lightning +8% blight A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +1 Wil +4 Cun offense ------ Physical Crit +8.0% Mind Crit +8% Damage +6% darkness defense ------ Resistance +7% acid +6% temporal +9% darkness +7% fire +7% cold +14% lightning other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Dex defense ------ Resistance +9% fire Crit Resistance 10.00% Life +32.00 other ------- Light +2 Infravision +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Fatigue -5% Resist Against +15% Summoned other ------- Encumbrance +22 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Mag defense ------ Defense +15 (+7 eff.) Resistance +6% light Life Regen +0.60 Healmod +12% other ------- Light +3 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +6% blight +5% arcane +6% light Life +33.00 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 [Rare] Master While equipped: offense ------ Damage +15% acid Ignore resists +25% lightning defense ------ Armor +6 Defense +12 (+6 eff.) Resistance +6% lightning +3% acid Physical save +13 (+6 eff.) Spell save +14 (+7 eff.) Mind save +14 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +4 Dex +3 Wil offense ------ Damage +9% acid When Hit 2 cold defense ------ Defense +1 (+0 eff.) Mind save +5 (+3 eff.) other ------- Light +2 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 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Mind Crit +6% Mindpower +10 (+4 eff.) Ignore resists +10% cold defense ------ Armor +4 Fatigue +3% Resistance +6% cold other ------- EQ when Hit +0.20 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 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. 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 Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Move Speed +10% Damage +9% nature Accuracy +20 (+16 eff.) defense ------ Armor +4 Fatigue -3% Resistance +3% physical Unlife -40.00 life Life +41.00 other ------- Stamina/turn +2.40 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 [Rare] Master While equipped: offense ------ Damage +27% light +12% fire defense ------ Armor +7 Resistance +6% light other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Wil defense ------ Armor +1 Resistance +5% lightning +6% temporal +6% nature +6% acid other ------- Light +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Con offense ------ Ignore resists +11% darkness +11% temporal defense ------ Armor +1 Resistance +12% darkness +10% temporal Physical save +11 (+5 eff.) Mind save +12 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% A pair of boots made of leather. |
![]() 1.5 Encumbrance T1 hands armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Dex +2 Wil offense ------ Physical Power +5 (+5 eff.) Mindpower +10 (+4 eff.) Ignore resists +20% physical Accuracy +11 (+11 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% cold +6% light +3% temporal 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. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +8 (+4 eff.) Life +43.00 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. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil +4 Con offense ------ Damage +15% temporal defense ------ Defense +2 (+1 eff.) Crit Resistance 10.00% Spell save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Physical Power +10 (+7 eff.) Damage +15% temporal Ignore resists +15% temporal Ignore Armor +2 defense ------ Armor +4 Defense +1 (+0 eff.) Physical save +9 (+4 eff.) other ------- Infravision +4 See Stealth +7 See Invis +10 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 46% and attempts to push all creatures other than yourself out of its radius, inflicting 9.47 light damage and 10.30 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +3% Damage +11% blight +8% arcane When Hit 2 lightning defense ------ Armor +5 Fatigue +3% Resistance +6% cold Spell save +9 (+5 eff.) Life Regen +4.00 Cut Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Ignore resists +15% nature When Hit 2 physical defense ------ Armor +15 Defense +10 (+5 eff.) Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Lck offense ------ Physical Crit +4.0% Spell Crit +2% Mind Crit +4% Damage +3% light +9% lightning Ignore resists +5% light defense ------ Armor +7 Defense +5 (+2 eff.) Fatigue +3% Resistance +10% fire +5% cold +4% all Physical save +7 (+3 eff.) other ------- Light +3 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Damage +15% lightning Ignore resists +5% nature +5% lightning When Hit 2 lightning defense ------ Armor +3 Fatigue +5% Resistance +3% nature +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +5 Dex defense ------ Armor +4 Fatigue +4% Resistance +7% lightning +5% temporal 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: defense ------ Armor +15 Fatigue +3% Resistance +9% blight +12% cold Unlife -80.00 life other ------- Infravision +2 A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor Reqs - Heavy armour training [Random Unique] Master While equipped: Stats +13 Dex offense ------ Damage +12% arcane defense ------ Armor +10 Defense +6 (+3 eff.) Fatigue +5% Resistance +5% arcane +9% mind +34% darkness +5% all Physical save +12 (+6 eff.) other ------- Infravision +11 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 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 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 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str offense ------ Damage +3% fire Ignore resists +5% fire Accuracy +4 (+4 eff.) When Hit 4 light defense ------ Resistance +12% fire other ------- Light +2 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +20.00% Damage +9% light defense ------ Resistance +3% blight +6% lightning Life +23.00 other ------- Max stamina +22.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature defense ------ Resistance +3% blight +15% temporal +15% nature Crit Resistance 15.00% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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.(127 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 [Rare] Nature While equipped: defense ------ Armor +4 Resistance +3% nature +9% fire Physical save +6 (+3 eff.) Life +20.00 Life Regen +4.00 Healmod +11% Blind Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 109% of the healing done. This effect scales with your Magic stat.. Uses 75 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 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 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 T3 totem charm [Rare] Nature While equipped: offense ------ Damage +9% nature Ignore resists +10% fire defense ------ Resistance +6% fire Mind save +12 (+5 eff.) other ------- EQ when Hit +0.08 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to heal for 32. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Str +3 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Mind save +3 (+2 eff.) other ------- See Invis +6 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Loki the Shalore Paradox Mage level 21
27th Haze 122nd year of Ascendancy at 03:18 see stats
By Loki the Shalore Paradox Mage level 10
1st Flare 122nd year of Ascendancy at 19:37 see stats
By Loki the Shalore Paradox Mage level 20
21st Haze 122nd year of Ascendancy at 06:33 see stats
By Loki the Shalore Paradox Mage level 6
79th Pyre 122nd year of Ascendancy at 06:05 see stats
By Loki the Shalore Paradox Mage level 15
4th Dusk 122nd year of Ascendancy at 10:27 see stats
By Loki the Shalore Paradox Mage level 16
7th Dusk 122nd year of Ascendancy at 11:42 see stats
By Loki the Shalore Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 06:52 see stats