








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. 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 Race: Tinkerer 1.7.5Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- Auto Fight 1.7.6Takes an automated combat action for 1 turn, similar to DCSS Tab function. 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. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Starter Martial Potion 1.7.4Gives a Potion of Martial Prowess at character creation (currently limited to Wanderer and Adventurer since I could not figure out how to make it work without specifying classes). Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Items Vault 1.7.6Donators/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.
|
Campaign | quick |
Mode | Madness Exploration |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 50 / 596% |
Size | big |
Lifes / Deaths | Killed by Elyrema the storm drake hatchling at level 9 on the 46th Quantumnal 1337th year of Ascendancy at 06:52 / 16Killed by Emeliwyn the giant lightning ant at level 14 on the 49th Quantumnal 1337th year of Ascendancy at 06:22 Killed by Aerowe the assassin at level 14 on the 49th Quantumnal 1337th year of Ascendancy at 11:00 Killed by Cyrema the ghast at level 14 on the 49th Quantumnal 1337th year of Ascendancy at 12:02 Killed by Silowyn the bloated horror at level 16 on the 49th Quantumnal 1337th year of Ascendancy at 18:21 Killed by Xerytta the snow giant boulder thrower at level 16 on the 49th Quantumnal 1337th year of Ascendancy at 20:08 Killed by Araganne the dire wolf at level 17 on the 50th Quantumnal 1337th year of Ascendancy at 07:14 Killed by Isosewyn the rogue at level 17 on the 50th Quantumnal 1337th year of Ascendancy at 09:53 Killed by Isosewyn the rogue at level 17 on the 50th Quantumnal 1337th year of Ascendancy at 11:20 Killed by Xerirawe the cutpurse at level 18 on the 50th Quantumnal 1337th year of Ascendancy at 18:46 Killed by Gloramina the large white snake at level 22 on the 53rd Quantumnal 1337th year of Ascendancy at 09:56 Killed by Mayulle the snow giant at level 24 on the 54th Quantumnal 1337th year of Ascendancy at 05:00 Killed by Ce'Nuna the wolf at level 25 on the 54th Quantumnal 1337th year of Ascendancy at 06:58 Killed by Glylaith the skeleton archer at level 32 on the 56th Quantumnal 1337th year of Ascendancy at 07:38 Killed by Cyamianndu at level 32 on the 56th Quantumnal 1337th year of Ascendancy at 08:28 Killed by Layetha the orc elite berserker at level 45 on the 60th Quantumnal 1337th year of Ascendancy at 10:30 |
Primary Stats
Strength | 50 (base 49) |
Dexterity | 21 (base 10) |
Constitution | 72 (base 60) |
Magic | 88 (base 60) |
Willpower | 74 (base 55) |
Cunning | 89 (base 60) |
Resources
Mana | 653/653 |
Vim | 266/266 |
Life | 193/1128 |
Positive | 177/177 |
Paradox | 300 |
Soul | 14/19 |
Healing Factor | 1.3862906294957 |
Regeneration | 4.5054445458611 |
Speed
Mental | -49% |
Attack | -49% |
Movement | 0% |
Spell | -49% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 10 |
See Stealth | 83.936926273761 |
See Invisible | 83.936926273761 |
ESP Range | 10 |
ESP Kinds | undead, animal/canine |
Offense: Mainhand
Damage | 77 |
Accuracy | 55 |
Crit Chance | 38% |
APR | 19 |
Speed | 1.96 |
Offense: Spell
Spellpower | 102 |
Crit Chance | 60% |
Speed | 1.9607843137255 |
Offense: Mind
Mindpower | 92 |
Crit Chance | 39% |
Speed | 1.9607843137255 |
Offense: Damage Bonus
Acid | +53% |
Arcane | +41% |
Mind | +41% |
All | +35% |
Darkness | +185% |
Light | +74% |
Cold | +49% |
Physical | +45% |
Fire | +186% |
Nature | +50% |
Offense: Damage Penetration
Darkness | +106% |
Fire | 0% |
Physical | +30% |
Arcane | +10% |
Mind | +20% |
Cold | +73% |
Defense: Base
Armour (hardiness) | 92 (69.823135475018%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 105 |
Spell Save | 105 |
Mental Save | 101 |
Defense: Resistances
Acid | + 40%( 73%) |
Physical | + 61%( 73%) |
Mind | + 32%( 73%) |
All | + 27%( 73%) |
Lightning | + 53%( 73%) |
Light | + 32%( 73%) |
Cold | + 48%( 73%) |
Darkness | + 73%( 73%) |
Nature | + 32%( 73%) |
Defense: Immunities
Teleport Resistance | 58% |
Stun Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 58% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 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 367 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (196% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (793 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 540 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dreadmaster | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Spell / Death | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Age of dusk | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Undead / Lich | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Utterly Destroyed |
talent | Grim Shadow |
talent | Chant of Fortress |
talent | Elemental Discord |
talent | Erupting Shadows |
talent | Eternal Night |
talent | Contingency |
talent | Doomed For Eternity |
detrimental effect | The target is lit up by a flare, reducing its stealth and invisibility power by 90, defense by 90 and removing all evasion bonus from being unseen. Flare |
detrimental effect | The target is blinded, unable to see anything. Blinded |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 49%. Cripple |
beneficial effect | Physical power, spellpower and all saves increased by 68. Commander of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The Keepers of Reality brought you to Point Zero, and unintentionally erased your memory, but they promise to set you right again... after you help with a 'brief operation'. Operation: Q.U.I.C.K.Seems they 'just' need you to shut down some anomalies... shouldn't take too long? You defeated many foes and the Keepers recovered some of your memories before sending you off to another threatening place. You defeated more foes and the Keepers say you are making progress. Not that you have any choice other than to believe them. You have overcome the depths, but there are many trials still ahead. You survived the wilderness and have recovered some of your past power, but your memories still elude you. You defeated a powerful necromancer and his undead legion. The Keepers say this was a vital juncture, but your thread is not safe yet. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +15% darkness Ignore resists +20% cold defense ------ Armor +3 Fatigue -8% Resistance +24% lightning +9% cold +20% darkness Physical save +11 (+2 eff.) other ------- Encumbrance +37 A pair of boots made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 132, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1043.36 darkness damage (based on Mindpower and charge). Uses 8 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +3% Mindpower +16 (+4 eff.) Damage +10% physical +12% darkness +15% nature On-Hit (Melee): * 20% chance to reduce damage dealt by 37% defense ------ Defense +2 (+1 eff.) Resistance +10% physical +8% darkness +6% nature other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +6 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +6 Mag +8 Cun +12 Con offense ------ Critical power +26.91% Spellpower +15 (+3 eff.) Damage +18% acid Ignore resists +30% physical Accuracy +25 (+7 eff.) defense ------ Resistance +18% acid other ------- Max stamina +40.36 Infravision +4 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+0 eff.) Damage +3% darkness +3% fire Ignore resists +25% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 37% defense ------ Spell save +8 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +52 (+9 eff.) Damage +35% darkness defense ------ Spell save +25 (+4 eff.) Mind save +10 (+2 eff.) other ------- Mana/turn +0.50 Max mana +50.00 Masteries +0.20 Spell/Nightfall +0.20 Spell/Master necromancer +0.20 Spell/Master of flesh +0.20 Spell/Animus +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag offense ------ Physical Power +5 (+1 eff.) Damage +6% arcane +6% mind Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Armor +2 Resistance +6% mind Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Dex +2 Mag offense ------ Physical Crit +2.0% Spellpower +34 (+6 eff.) Spellpower/crit +2 Damage +23% darkness +35% all defense ------ Armor +4 Resistance +4% physical +34% darkness +15% all other ------- Mana-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Dex offense ------ Mindpower +10 (+2 eff.) Damage +22% darkness Ignore resists +18% darkness +20% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Defense +3 (+1 eff.) Resistance +25% darkness Spell save +12 (+2 eff.) Mind save +12 (+2 eff.) Stealth +21 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 [Rare] Master While equipped: offense ------ Damage +24% light On-Hit (Melee): * 10% chance to reduce armor by 51% defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +6% light +12% lightning Max Resistance +3% all Physical save +12 (+2 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (196% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 156 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% lightning Stun Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +7 (+2 eff.) Resist unseen 11% other ------- Masteries +0.16 Spell/Master necromancer +0.16 Spell/Eradication Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +6% lightning +3% fire defense ------ Resistance +1% physical +15% blight +6% fire +15% nature +15% cold Life Regen +2.00 Poison Resist +28% Disease Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Wil defense ------ Mind save +6 (+1 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +31% Teleport Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Mag +5 Wil +3 Cun +5 Con offense ------ Physical Power +6 (+1 eff.) Spellpower +6 (+1 eff.) Damage +6% nature On-Hit (Melee): * 10% chance to slow global speed by 77% defense ------ Defense +6 (+2 eff.) Resistance +6% nature Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Spellpower/crit +2 Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane 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: offense ------ Spell Crit +2% Spellpower +12 (+2 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +5 (+1 eff.) Spellpower +25 (+4 eff.) Damage +20% darkness Accuracy +5 (+1 eff.) other ------- Mana/turn +0.13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 22 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +10.8% Spell Crit +17% Critical power +18.00% Spellpower +12 (+2 eff.) Damage +53% arcane +25% fire Ignore resists +20% arcane defense ------ Resistance +15% fire Confus Resist +27% Stun Resist +27% other ------- Max stamina +40.58 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +19 (+3 eff.) Damage +25% blight +25% cold +25% darkness +25% acid Ignore resists +12% blight +12% cold +12% darkness +12% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +33 (+6 eff.) Damage +35% cold other ------- Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 22 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Dex +4 Wil +7 Con offense ------ Spell Crit +19% Critical power +19.00% Spellpower +23 (+4 eff.) Damage +30% darkness Ignore resists +10% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Life Regen +2.00 Healmod +30% other ------- Infravision +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +11 Wil offense ------ Spell Crit +13% Mind Crit +4% Spellpower +15 (+3 eff.) Mindpower +41 (+8 eff.) Damage +30% darkness +6% acid Ignore resists +20% blight +25% mind defense ------ Resistance +18% blight Physical save +15 (+3 eff.) Spell save +15 (+2 eff.) Mind save +12 (+2 eff.) other ------- Vim-on-crit +2.71 Hate-on-crit +4.00 Max mana +80.00 Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +11 Mag +5 Wil offense ------ Spell Crit +16% Spellpower +25 (+4 eff.) Damage +20% lightning +30% temporal Ignore resists +34% lightning When Hit 8 light defense ------ Crit Resistance 20.29% Spell save +12 (+2 eff.) other ------- Max mana +110.00 Light +4 See Invis +24 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance staff 2H weapon [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+4 eff.) Accuracy +20 (+6 eff.) Absorb energies. Uses 722 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Nature Weapon Damage 44.0 - 66.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +10.5% Attack Speed 100% Ignore Shields +41% On-hit +24 nature On-Hit, radius 1 +12 lightning +27 light While equipped: Stats +7 Con offense ------ Critical power +27.06% Physical Power +41 (+8 eff.) Ignore resists +34% acid defense ------ Resistance +12% temporal other ------- Stamina/turn +4.06 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Master Weapon Damage 47.5 - 71.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: Stats +13 Str offense ------ Damage +19% physical Accuracy +30 (+8 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +19.0% Physical Power +19 (+3 eff.) Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Normal] Weapon Damage 66.5 - 99.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Random Unique] Master/Psionic Weapon Damage 81.0 - 129.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +28 darkness Damage Against +27% Living On-Hit, radius 1 +16 fire On-crit, radius 2 +8 light +12 fire While equipped: Stats +16 Str offense ------ Damage +21% physical +6% darkness +9% light Accuracy +35 (+9 eff.) When Hit 8 darkness On-Hit (Melee): * 27% chance to reduce damage dealt by 37% other ------- Light +3 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Ego+] Master Weapon Damage 54.0 - 86.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Physical Crit +21.0% Critical power +49.00% Ignore Armor +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego+] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Critical power +15.00% Ignore Armor +6 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +14 darkness Damage Against +14% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Rare] Arcane Weapon Damage 36.0 - 50.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 While equipped: Stats +8 Cun offense ------ Mind Crit +4% Critical power +27.06% Mindpower +25 (+5 eff.) Damage +15% cold defense ------ Resistance +24% nature +24% cold other ------- EQ when Hit +0.16 Psi when Hit +0.16 Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +12 acid On-crit, radius 2 +28 acid While equipped: offense ------ Critical power +20.00% Damage +27% temporal Ignore resists +20% temporal Accuracy +13 (+4 eff.) When Hit 8 temporal defense ------ Defense +12 (+4 eff.) Resistance +21% acid Disarm Resist +36% Out-of-Phase Defense +21 Out-of-Phase Resistance +21% Out-of-Phase Resilience +21% other ------- Mana/turn +0.24 Vim-on-crit +2.76 One-handed war axes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 30% Cun, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Dex 48 Shoot [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Range +10 Projectile Speed +274% While equipped: Stats +11 Con offense ------ Critical power +27.42% Damage +21% physical defense ------ Armor +18 Resistance +18% nature Mind save +18 (+3 eff.) Silence Resist +27% Disarm Resist +27% other ------- Reload +5 Masteries +0.30 Wild-gift/Fungus Regenerate 344 life over 5 turns Puts all charms on 15 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon Reqs Dex 35 Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +12 acid +12 darkness +24 blight While equipped: Stats +5 Dex +6 Con offense ------ Critical power +25.00% Damage +16% acid +21% arcane +15% blight Ignore Armor +9 defense ------ Defense +25 (+8 eff.) Physical save +12 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 nature +27 fire On-crit, radius 2 +24 light While equipped: Stats +8 Cun offense ------ Damage +12% fire +15% arcane +9% light Ignore resists +10% physical When Hit 14 nature On-Hit (Ranged): * 27% chance to slow global speed by 77% defense ------ Resistance +18% fire +18% light +9% nature Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Master Weapon Damage 60.5 - 84.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +22.5% Capacity 20 On-ranged-hit +27 arcane +27 temporal +27 light On-Hit, radius 1 +27 light On-crit, radius 2 +27 light +27 temporal On Hit: * 27% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Psionic Weapon Damage 42.5 - 59.5 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 Auto Reload 6 On-ranged-hit +27 light +27 blight +50 mind On-crit, radius 2 +27 light On Hit: * 45% chance to reduce all saves and defense by 47 * 27% chance to reduce strength, dexterity, and constitution by 40 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Rare] Arcane Weapon Damage 41.0 - 57.4 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 21 On-ranged-hit +28 fire On-Hit, radius 1 +24 cold +28 fire +28 mind +28 darkness On-crit, radius 2 +16 fire +28 darkness +16 mind On Hit: * 28% chance to reduce damage dealt by 37% On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Rare] Arcane Weapon Damage 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 24 Auto Reload 2 On-ranged-hit +27 lightning +27 arcane On-Hit, radius 1 +16 lightning +27 darkness +27 blight On-crit, radius 2 +20 lightning Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo Reqs Dex 48 [Rare] Master Weapon Damage 55.0 - 66.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +24 Ignore Armor +6 Critical Rate +7.0% Capacity 19 On-ranged-hit +27 cold +27 nature +27 fire +16 mind On-Hit, radius 1 +16 cold +20 nature +27 mind On-crit, radius 2 +27 nature On Hit: * 27% chance to slow global speed by 77% * 27% chance to reduce all saves and defense by 47 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 228 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +8% light +9% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 228 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +15% fire +15% light +17% physical other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) defense ------ Resistance +9% all Mind save +16 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +15% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 37% defense ------ Resistance +9% cold +9% nature +11% all Mind save +21 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +8 Str +13 Mag +12 Wil offense ------ Mind Crit +6% Critical power +10.00% Mindpower +25 (+5 eff.) Damage +24% lightning +15% physical +13% cold Ignore resists +5% mind defense ------ Resistance +10% lightning +11% cold +13% all Mind save +24 (+4 eff.) other ------- Mana/turn +0.27 Psi/turn +0.19 EQ when Hit +0.04 Mana-on-crit +2.00 Max hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: defense ------ Resistance +10% lightning +11% darkness +9% light +9% blight +10% fire +9% cold +15% all Physical save +14 (+3 eff.) Spell save +26 (+4 eff.) Mind save +15 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +8 (+2 eff.) Spellpower/crit +6 defense ------ Resistance +14% darkness +15% mind +15% all Physical save +15 (+3 eff.) Spell save +11 (+1 eff.) Mind save +26 (+5 eff.) Silence Resist +35% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: Stats +4 Cun +9 Mag offense ------ Spellpower +40 (+7 eff.) Mindpower +20 (+4 eff.) Spellpower/crit +14 Damage +15% blight defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +9% physical Physical save +23 (+4 eff.) Spell save +15 (+2 eff.) other ------- EQ when Hit +0.20 Psi when Hit +0.32 Mana-on-crit +2.71 Max hate +8.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical +12% light +12% darkness Physical save +13 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Arcane While equipped: Stats +7 Con offense ------ Damage +21% blight +36% physical +15% arcane Accuracy +41 (+11 eff.) Ignore Armor +5 When Hit 12 arcane On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 40 defense ------ Armor +16 Fatigue +22% Resistance +10% arcane Spell save +25 (+4 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) Damage +6% temporal +6% light +3% darkness When Hit 2 darkness defense ------ Resistance +3% light +9% temporal Mind save +6 (+1 eff.) other ------- Light +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Damage +9% nature +3% lightning Ignore resists +15% darkness When Hit 6 nature defense ------ Defense +1 (+0 eff.) Spell save +6 (+1 eff.) Mind save +6 (+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 T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +5 (+0 eff.) Mind save +5 (+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 T1 cloak armor [Ego++] Arcane/Master While equipped: offense ------ Damage +5% darkness Ignore resists +7% darkness defense ------ Defense +1 (+0 eff.) Resistance +22% darkness +10% temporal Stealth +6 Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil offense ------ Critical power +10.00% Mindpower +15 (+3 eff.) Ignore resists +15% lightning defense ------ Armor +1 Fatigue -5% Physical save +6 (+1 eff.) Mind save +3 (+1 eff.) other ------- Encumbrance +22 Max hate +4.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +5 Physical save +15 (+3 eff.) Spell save +15 (+2 eff.) Mind save +11 (+2 eff.) other ------- Stamina/turn +1.20 Max stamina +31.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% darkness +6% arcane Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 37% defense ------ Armor +3 Fatigue +2% Resistance +5% fire +7% cold 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] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 5 mind Damage +4% arcane +4% mind defense ------ Armor +1 Resistance +5% mind 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. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+1 eff.) Ignore resists +10% lightning When Hit 4 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Fatigue +1% Resistance +3% lightning Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 T1 head armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +8 Damage +11% darkness Ignore resists +5% arcane defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +16% darkness Life Regen +4.00 Knockbk Resist +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% darkness +3% lightning Ignore resists +5% arcane When Hit 2 arcane defense ------ Defense +1 (+0 eff.) Resistance +3% acid +16% darkness +18% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+3 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 73 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +7 Str +7 Wil +10 Con offense ------ Physical Power +12 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+3 eff.) A cap made of leather. |
![]() 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: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning 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 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +5 (+1 eff.) other ------- Light +3 See Stealth +7 See Invis +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 +6 Mag offense ------ Spell Crit +2% Spellpower/crit +6 Damage +6% arcane Ignore Shields +30% defense ------ Life +49.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 146 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. |
Achievements
By Cyamianndu the Lich Necromancer level 42
60th Quantumnal 1337th year of Ascendancy at 06:05 see stats
By Cyamianndu the Lich Necromancer level 41
60th Quantumnal 1337th year of Ascendancy at 01:02 see stats
By Cyamianndu the Lich Necromancer level 33
56th Quantumnal 1337th year of Ascendancy at 23:16 see stats
By Cyamianndu the Shalore Necromancer level 10
46th Quantumnal 1337th year of Ascendancy at 17:40 see stats
By Cyamianndu the Shalore Necromancer level 20
51st Quantumnal 1337th year of Ascendancy at 02:44 see stats
By Cyamianndu the Lich Necromancer level 30
55th Quantumnal 1337th year of Ascendancy at 09:08 see stats
By Cyamianndu the Lich Necromancer level 40
58th Quantumnal 1337th year of Ascendancy at 20:22 see stats
By Cyamianndu the Lich Necromancer level 50
61st Quantumnal 1337th year of Ascendancy at 00:43 see stats
By Cyamianndu the Lich Necromancer level 25
54th Quantumnal 1337th year of Ascendancy at 06:58 see stats
By Cyamianndu the Lich Necromancer level 41
59th Quantumnal 1337th year of Ascendancy at 07:24 see stats
By Cyamianndu the Lich Necromancer level 25
54th Quantumnal 1337th year of Ascendancy at 07:33 see stats
By Cyamianndu the Shalore Necromancer level 9
46th Quantumnal 1337th year of Ascendancy at 08:05 see stats
By Cyamianndu the Lich Necromancer level 37
58th Quantumnal 1337th year of Ascendancy at 19:39 see stats
By Cyamianndu the Shalore Necromancer level 23
54th Quantumnal 1337th year of Ascendancy at 00:05 see stats
By Cyamianndu the Lich Necromancer level 37
58th Quantumnal 1337th year of Ascendancy at 20:22 see stats
Log
Something hits Cyamianndu for 7 cold damage.
Something performs a ranged critical strike against Cyamianndu!
Something hits Shadow for 0 cold damage.
Something hits Cyamianndu for 372 physical, 12 cold, 7 cold (391 total damage).
Something performs a ranged critical strike against Cyamianndu!
Shadow casts Shadow Cold Touch.
Something hits Shadow for 0 cold damage.
Something hits Cyamianndu for 125 physical, 12 cold, 7 cold (144 total damage).
Shadow hits Something for 239 cold damage.
Cyamianndu is less fast.
Talent Invoke Darkness is ready to use.
Something performs a melee critical strike against Cyamianndu!
Dreadmaster hits Something for 113 physical damage.
Something hits Cyamianndu for 5 physical damage.
Something hits Something for 87 cold damage.
Shadow casts Shadow Cold Touch.
Shadow hits Something for 239 cold damage.
The smoke around Cyamianndu dissipate.
Talent Pain Enhancement System is ready to use.
Something hits Something for 76 cold damage.
Something hits Something for 102 cold damage.
Something performs a ranged critical strike against Cyamianndu!
The smoke around dreadmaster dissipate.
Something hits Shadow for 7 cold damage.
Something hits Shadow for 9 cold damage.
Something hits Cyamianndu for 93 physical, 9 cold, 5 cold (107 total damage).
Dreadmaster hits Something for 115 physical damage.
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QUICK Campaign Zones
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Trollmire
Rhaloren Camp
The Maze
Daikara
Dreadfell
Grushnak Pride
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QUICK Campaign Perks
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1: Rune: Shatter Afflictions
2: Category: Chants
3: Artifact: Kor's Fall
4: Sandqueen Heart: Corrupt
5: Immunity: Stun
6: Rune: Mirror Image