












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
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 1.7.0Changes 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 No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 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: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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: Interracial Masquerade 1.5.5Change the graphics of your characters, from one race to another! This change is purely cosmetic and doesn't affect stats or abilities. Choose your masquerades in Game Options/Masquerade Changelog
Originally inspired by Stuntofthelitter's "Look Like Shalore" addons. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. 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. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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 | Demons |
Mode | Nightmare Adventure |
Sex | Female |
Race | Doomelf |
Class | Wanderer |
Level / Exp | 42 / 6% |
Size | medium |
Lifes / Deaths | Killed by Wandrere at level 35 on the 269th Vengeance 123rd year of Ascendancy at 00:11 5 / 2Killed by saw horror at level 39 on the 312nd Vengeance 123rd year of Ascendancy at 18:45 |
Primary Stats
Strength | 32 (base 15) |
Dexterity | 14 (base 12) |
Constitution | 24 (base 12) |
Magic | 50 (base 42) |
Willpower | 69 (base 60) |
Cunning | 66 (base 60) |
Resources
Mana | 393/591 |
Life | 450/900 |
Paradox | 300 |
Soul | 9/10 |
Psi | 133/159 |
Vim | 234/234 |
Steam | 100/100 |
Positive | 115/133 |
Stamina | 335/335 |
Equilibrium | 100 |
Healing Factor | 1.1172674059366 |
Regeneration | 15.921060534597 |
Speed
Mental | -2.2204460492503E-14% |
Attack | -2.2204460492503E-14% |
Movement | +6.6613381477509E-14% |
Spell | -2.2204460492503E-14% |
Global | +103.61613428483% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 5 |
See Stealth | 58.880545025042 |
See Invisible | 63.880545025042 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 60 |
Accuracy | 44 |
Crit Chance | 25% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +11% |
Light | +14% |
Fire | +3% |
Physical | +10% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +53% |
Darkness | +10% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 65.551211628464 (73.607947236566%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 35 |
Physical Save | 39 |
Spell Save | 43 |
Mental Save | 41 |
Defense: Resistances
Acid | + 7%( 70%) |
Arcane | + 4%( 70%) |
Cold | + 21%( 70%) |
All | 0%( 70%) |
Lightning | + 48%( 70%) |
Light | + 30%( 70%) |
Temporal | + 2%( 70%) |
Physical | + 21%( 70%) |
Fire | + 26%( 70%) |
Darkness | + 22%( 70%) |
Defense: Immunities
Disarm Resistance | 55% |
Instadeath Resistance | 100% |
Confusion Resistance | 27% |
Knockback Resistance | 20% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 28% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 4 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 188.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 691% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Spell / Dreadmaster | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Celestial / Combat | 1.00 |
| 3/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Elemental Discord |
talent | Raze |
talent | Weapon of Light |
talent | Weapon of Wrath |
talent | Pace Yourself |
talent | Crystalline Focus |
talent | Corruption of the Doomed |
talent | Second Life |
talent | Elemental Harmony |
talent | Contingency |
talent | Beyond the Flesh |
detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
beneficial effect | Increases global speed by 10%. Elemental Harmony |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Reduces physical damage received by 15% and provides a 8% chance to ignore critical hits. Juggernaut |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * Your Rhaloren allies have plunged Elvala into chaos. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you in taking revenge. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | active |
Equipment
Psionic focus | ![]() 5.0 Encumbrance T3 greatmaul 1H weapon Reqs Str 40 [Unique] Master Weapon Damage 166% Range: 1.0x-1.5x Uses 72% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 32 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 7 fire Damage +3% fire defense ------ Armor +2 Fatigue +3% Resistance +7% fire Physical save +14 (+5 eff.) Spell save +5 (+2 eff.) Mind save +5 (+1 eff.) Disarm Resist +28% Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +12 physical On-crit, radius 2 +9 fire On Hit: 10% Juggernaut 1 On Hit: 10% Fire Breath 3 Juggernaut Effective talent level: 1.0 Use mode: Activated Stamina cost: 67.5 Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 15% and provides a 8% chance to shrug off critical damage for 20 turns. Fire Breath Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 156.59 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: defense ------ Mind save +8 (+2 eff.) Blind Resist +28% Confus Resist +17% other ------- Light +8 See Stealth +21 See Invis +23 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +1 Dex defense ------ Armor +7 Fatigue +3% Resistance +15% cold Life Regen +4.00 Poison Resist +10% Confus Resist +10% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 112.0 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Resistance +3% temporal +9% light +9% darkness Mind save +3 (+1 eff.) Life Regen +2.00 Blindside: Puts all charms on 22 turn cooldown Effective talent level: 1.0 Power cost 22 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +5.00 Stun Resist +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life Regen +3.00 Stun Resist +31% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +16.00% Accuracy +7 (+2 eff.) Ignore Armor +12 defense ------ Resistance +18% lightning Stun Resist +31% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Weapon Damage 158% Range: 1.0x-1.4x Uses 60% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +4 (+1 eff.) Ignore resists +10% darkness On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +24% lightning +5% arcane +9% light A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training Str 35 [Ego++] Arcane When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 60% Wil Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +139 On-hit +14 fire +18 light +13 darkness While equipped: Stats +4 Str +5 Mag +5 Cun offense ------ Damage +14% light +11% darkness When Hit 1 fire defense ------ Armor +8 Fatigue +8% Resistance +12% fire +13% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +4 Wil offense ------ Critical power +17.00% Damage +9% mind Ignore resists +10% light Accuracy +8 (+3 eff.) Ignore Armor +9 On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Defense +2 (+1 eff.) Stealth +9 other ------- Light +1 See Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training Str 35 [Ego+] Nature/Master While equipped: defense ------ Armor +18 Fatigue +22% Resistance +8% acid +7% physical +8% fire +7% cold +7% lightning Disarm Resist +26% Stun Resist +30% Knockbk Resist +20% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 21 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 685% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 206.00 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 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: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 234.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 245.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 88.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% 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 600% for 10 turns (45 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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: 15 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 44 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 52 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [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 257 damage for 3 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 4 times. 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 |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +12% mind Confus Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +17% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Con defense ------ Resistance +13% lightning Stun Resist +35% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +16% mind Confus Resist +37% other ------- Masteries +0.27 Steamtech/Furnace Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +5 Str defense ------ Resistance +18% mind Confus Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +16% mind Blind Resist +22% Confus Resist +23% other ------- Infravision +5 Sight +2 See Invis +10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +15% cold +15% fire Blind Resist +26% other ------- Infravision +4 Sight +2 See Invis +8 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +9 (+3 eff.) Blind Resist +18% Confus Resist +16% other ------- Infravision +6 Sight +2 See Invis +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% temporal Healmod +18% Cut Resist +70% Pinning Resist +24% Knockbk Resist +42% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 301 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% light +14% darkness Blind Resist +28% other ------- Masteries +0.34 Corruption/Vile life Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.24 Technique/Combat training +0.24 Chronomancy/Speed Control Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+4 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. Effective talent level: 2.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: You absorb latent cold around you, turning into an ice elemental - a shivgoroth - for 6 turns. While transformed, you do not need to breathe, gain access to the Ice Storm talent at level 2, gain 55% resistance to cuts and stuns, gain 27% cold resistance, and all cold damage heals you for 105% of the damage done. The power will increase with your Spellpower. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +17.00% Accuracy +9 (+3 eff.) Ignore Armor +19 On-Hit (Melee): * 20% chance to slow global speed by 56% * 20 arcane resource burn defense ------ Armor +14 Defense +20 (+10 eff.) Physical save +12 (+4 eff.) Blind Resist +20% Disarm Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invis +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str defense ------ Armor +4 Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life +22.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Wil +6 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Life +34.00 Disarm Resist +28% Pinning Resist +28% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +10 (+3 eff.) Mindpower +11 (+4 eff.) Damage +6% all defense ------ Life +57.00 Life Regen +10.00 Healmod +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +6 Mag offense ------ Spellpower +9 (+3 eff.) defense ------ Life +29.00 Disarm Resist +28% Pinning Resist +28% Knockbk Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +13% Accuracy +8 (+3 eff.) defense ------ Defense +5 (+2 eff.) Physical save +10 (+3 eff.) Spell save +13 (+5 eff.) Mind save +10 (+3 eff.) Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +9 (+3 eff.) Spell save +8 (+3 eff.) Mind save +20 (+6 eff.) Confus Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +9 (+3 eff.) defense ------ Life +62.00 Life Regen +6.00 Healmod +13% Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Nature Weapon Damage 138% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +12 (+4 eff.) Damage +25% acid defense ------ Defense +9 (+4 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.27 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 165% Range: 1.0x-1.6x Uses 72% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Str offense ------ Damage +10% physical Accuracy +12 (+4 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 173% Range: 1.0x-1.4x Uses 60% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +28 acid +29 nature While equipped: Stats +4 Mag offense ------ Physical Crit +7.0% Critical power +10.00% Spellpower +5 (+1 eff.) Ignore resists +15% acid +17% nature Ignore Armor +20 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 other ------- Mana/turn +0.08 Max vim +50.00 Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 60% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 71 cold damage (1/turn) On Crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +9 (+3 eff.) Damage +13% cold Ignore resists +13% cold One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 130% Range: 1.0x-1.3x Uses 30% Wil, 30% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease Effective talent level: 1.0 Use mode: Passive Cooldown: 3 Is: a spell Description: Whenever you deal non-disease blight damage you apply a disease dealing 18.00 blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by 8. The three diseases can stack. Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target. This disease will try to prioritize being applied to an enemy with a high disease count near the target. The effect will increase with your Spellpower. This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 109% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 10 mind 10 darkness Damage +5% mind +17% darkness Ignore resists +10% darkness defense ------ Resistance +9% darkness Blind Resist +16% other ------- Talents +1 Attune Mindstar Masteries +0.10 Cursed/Darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +17 cold While equipped: Stats +6 Str offense ------ Physical Power +8 (+2 eff.) Damage +18% cold Longbows are used to shoot arrows at your foes. |
![]() 9.0 Encumbrance T4 light armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +8% mind +14% light +15% darkness Mind save +14 (+4 eff.) A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +7 Dex offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical Accuracy +15 (+5 eff.) defense ------ Life +31.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% acid +9% blight Ignore resists +5% blight defense ------ Resistance +3% acid Spell save +12 (+4 eff.) Life +52.00 other ------- Max stamina +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Ignore resists +25% mind When Hit 4 physical defense ------ Defense +10 (+5 eff.) Life +50.00 Healmod +10% Confus Resist +20% other ------- Psi when Hit +0.20 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Ignore resists +5% cold On-Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 31% defense ------ Resistance +3% acid +15% fire +6% lightning Spell save +9 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +12 (+6 eff.) Mind save +7 (+2 eff.) Stealth +9 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Damage +15% physical Ignore resists +5% physical defense ------ Armor +3 Silence Resist +28% Confus Resist +28% Stun Resist +23% other ------- Max stamina +10.00 Infravision +2 See Invis +12 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +7 (+2 eff.) defense ------ Armor +3 other ------- Stamina/turn +0.80 Max stamina +28.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 physical Damage +5% physical defense ------ Armor +7 Fatigue +3% Resistance +6% mind Life Regen +4.00 Disease Resist +10% Teleport Resist +20% Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath 3 Effective talent level: 3.0 Use mode: Activated Equilibrium cost: 20 Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 7. Any target caught in the area will take 88.28 physical damage, and will be blinded for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Blind apply power is based on your Mindpower. Each point in sand drake talents also increases your physical resistance by 0.5%. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% acid +6% fire Ignore resists +25% fire When Hit 8 acid On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +12% nature +12% cold Life Regen +7.00 other ------- Stamina/turn +1.30 Max stamina +26.00 Unarmed combat: Weapon Damage 142% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Nightmare 5 Effective talent level: 5.0 Use mode: Activated Psi cost: 17 Range: 7 Cooldown: 8 Travel Speed: instantaneous Usage Speed: Mind (100% of a turn) Is: a mind power Description: Puts targets in a radius 7 cone into a nightmarish sleep for 4 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. Each turn, they'll suffer 32.16 darkness damage. This damage will not reduce the duration of the effect. When Nightmare 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. The damage threshold and darkness damage will scale with your Mindpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ When Hit 6 cold On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +2 (+1 eff.) Resistance +9% acid +6% fire +3% nature +3% lightning other ------- EQ when Hit +1.20 Psi when Hit +1.20 Hate when Hit +1.60 A pointy cloth hat, very wizardly... |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 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 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire 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 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 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 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(125 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Str offense ------ Spell Crit +1% Damage +3% arcane Ignore resists +15% acid On-Hit (Melee): * 10% chance to reduce armor by 31% defense ------ Crit Resistance 5.00% Life +54.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +6% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +5 Dex offense ------ Physical Power +9 (+3 eff.) Move Speed +10% Damage +30% nature Ignore resists +25% lightning When Hit 10 lightning On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +21% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 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 11 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. |
![]() 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 172 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 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 158 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 390 physical damage Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 239 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: defense ------ Defense +5 (+2 eff.) Resistance +6% blight +5% arcane +12% nature Crit Resistance 5.00% Disease Resist +20% Knockbk Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 341 physical damage Puts all charms on 13 turn cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 348 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to heal for 83. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 320 Base Damage: 182 Armor: 0 All Resist: 0 Puts all charms on 22 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 803 Base Damage: 394 Armor: 34 All Resist: 2 Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 13 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +1 Cun +3 Con defense ------ Resistance +3% fire other ------- Infravision +3 Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% nature +9% darkness Ignore resists +20% mind On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +15% mind Fire a magical bolt dealing 298 fire damage Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (290 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+3 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 150.00 temporal and 166.50 darkness damage (based on Magic). Uses 17 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% light On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Resistance +12% acid +3% temporal +20% blight +6% cold +9% nature +6% lightning Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 unknown [Unique] Steamtech Teleport.. A strange metal contraption imbued with some kind of teleportation magic. |
Achievements
By Wandrere the Doomelf Wanderer level 35
254th Vengeance 123rd year of Ascendancy at 23:57 see stats
By Wandrere the Doomelf Wanderer level 37
300th Vengeance 123rd year of Ascendancy at 08:51 see stats
By Wandrere the Doomelf Wanderer level 10
73rd Vengeance 123rd year of Ascendancy at 03:28 see stats
By Wandrere the Doomelf Wanderer level 20
153rd Vengeance 123rd year of Ascendancy at 08:58 see stats
By Wandrere the Doomelf Wanderer level 30
195th Vengeance 123rd year of Ascendancy at 17:00 see stats
By Wandrere the Doomelf Wanderer level 40
338th Vengeance 123rd year of Ascendancy at 03:25 see stats
By Wandrere the Doomelf Wanderer level 37
299th Vengeance 123rd year of Ascendancy at 20:10 see stats
By Wandrere the Doomelf Wanderer level 24
188th Vengeance 123rd year of Ascendancy at 23:17 see stats
By Wandrere the Doomelf Wanderer level 41
339th Vengeance 123rd year of Ascendancy at 10:12 see stats
By Wandrere the Doomelf Wanderer level 23
188th Vengeance 123rd year of Ascendancy at 01:46 see stats
By Wandrere the Doomelf Wanderer level 35
279th Vengeance 123rd year of Ascendancy at 05:47 see stats
Log
Luminous horror hits Wandrere for (15 flat reduction), (12 absorbed), 0 fire (0 total damage).
Luminous horror hits Iceblock for 0 darkness, 0 physical (0 total damage).
Wandrere receives 11 healing from Blood Splash.
Wandrere's storm dissipates.
The shield around Wandrere crumbles.
Talent Wave of Power is ready to use.
Luminous horror casts Firebeam.
Luminous horror HEALS from fire damage!
Luminous horror reflects damage back to Something!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Luminous horror HEALS from fire damage!
Lava floor hits Luminous horror for 0 fire, 11 healing (0 total damage) [12 healing].
Lava floor hits Luminous horror for 0 fire damage.
Luminous horror hits Luminous horror for 0 fire damage.
Luminous horror hits Wandrere for (15 flat reduction), 12 fire (13 total damage).
Lava floor hits Luminous horror for 0 fire damage.
Lava floor hits Luminous horror for 0 fire damage.
Luminous horror HEALS from fire damage!
Luminous horror reflects damage back to Something!
Radiant horror HEALS from fire damage!
Radiant horror reflects damage back to Something!
Lava floor hits Radiant horror for 0 fire damage.
Radiant horror hits Iceblock for 0 fire damage.
Luminous horror hits Luminous horror for 0 fire damage.
Lava floor hits Luminous horror for 0 fire, 16 healing (0 total damage) [16 healing].
Radiant horror's skin returns to normal.
Radiant horror is free from the ice.
Wandrere casts Burning Hex.