











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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. 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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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. 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Stone Warden |
Level / Exp | 38 / 1% |
Size | medium |
Lifes / Deaths | Killed by Mayoriassra the bandit lord at level 21 on the 3rd Shortage 122nd year of Ascendancy at 08:11 0 / 8Killed by Neravena the copperhead snake at level 22 on the 10th Shortage 122nd year of Ascendancy at 14:52 Killed by Emumira the treant at level 23 on the 15th Shortage 122nd year of Ascendancy at 15:11 Killed by Bethiriana the wolf at level 25 on the 26th Shortage 122nd year of Ascendancy at 12:58 Killed by Journey's End's Inner Demon at level 33 on the 40th Steel 123rd year of Ascendancy at 06:20 Killed by The Master at level 35 on the 4th Gold 123rd year of Ascendancy at 13:25 Killed by Journey's End at level 37 on the 21st Stralite 123rd year of Ascendancy at 10:45 Killed by Arith the gaeramarth at level 38 on the 21st Stralite 123rd year of Ascendancy at 18:04 |
Primary Stats
Strength | 104 (base 60) |
Dexterity | 24 (base 10) |
Constitution | 22 (base 10) |
Magic | 89 (base 53) |
Willpower | 60 (base 40) |
Cunning | 24 (base 10) |
Resources
Life | -165/999 |
Mana | 483/612 |
Equilibrium | 22 |
Healing Factor | 1.1024166372473 |
Regeneration | 3.5828540710536 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 162 |
Accuracy | 59 |
Crit Chance | 36% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 75 |
Accuracy | 59 |
Crit Chance | 36% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +215% |
Lightning | +27% |
Light | +15% |
Mind | +15% |
Blight | +46% |
Arcane | +6% |
Fire | +22% |
All | 0% |
Offense: Damage Penetration
Darkness | +22% |
Lightning | +50% |
Light | +20% |
Temporal | +22% |
Cold | +20% |
Mind | +35% |
Fire | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 57 (44.574340358689%) |
Defense | 40 |
Ranged Defense | 46 |
Fatigue | 11.171040168161 |
Physical Save | 42 |
Spell Save | 47 |
Mental Save | 48 |
Defense: Resistances
Acid | + 36%( 70%) |
Physical | + 39%( 70%) |
Cold | + 48%( 70%) |
All | + 25%( 70%) |
Darkness | + 48%( 70%) |
Light | + 51%( 70%) |
Temporal | + 35%( 70%) |
Crit. shrug | +12% |
Lightning | + 29%( 70%) |
Fire | + 55%( 70%) |
Mind | + 34%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Silence Resistance | 26% |
Confusion Resistance | 100% |
Knockback Resistance | 0% |
Stun Resistance | 86% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 55 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 824% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -820 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1641 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Deeprock | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by dragonsfire trap. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by Arith the gaeramarth. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +12% darkness +12% temporal defense ------ Armor +4 Fatigue +3% Resistance +16% darkness +14% temporal Silence Resist +26% Confus Resist +26% Stun Resist +31% Out-of-Phase Defense +14 Out-of-Phase Resistance +13% Out-of-Phase Resilience +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +27% lightning Ignore resists +15% lightning +10% all Ignore Armor +10 When Hit 10 fire defense ------ Resistance +6% lightning +9% fire +6% light other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil offense ------ Physical Power +9 (+3 eff.) Spellpower +30 (+6 eff.) Damage +12% fire Ignore resists +10% cold When Hit 4 cold defense ------ Armor +4 Fatigue +4% Resistance +6% cold +9% physical Physical save +10 (+3 eff.) Spell save +18 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +15.0% Spell Crit +9% Mind Crit +10% Critical power +8.00% defense ------ Armor +7 Mind save +9 (+3 eff.) Life +63.00 Unarmed combat: Weapon Damage 35.0 - 38.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +2% Critical power +10.00% Spellpower +30 (+6 eff.) Damage +6% arcane +6% blight defense ------ Resistance +9% cold Spell save +6 (+2 eff.) Fire a magical bolt dealing 175 acid damage Puts all charms on 11 turn cooldown 100% to heal for 36. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Mag +7 Cun offense ------ Spellpower +30 (+6 eff.) Damage +18% blight Ignore resists +15% mind Accuracy +10 (+3 eff.) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +6 Dex offense ------ Ignore resists +25% lightning defense ------ Resistance +3% physical Life Regen +3.00 Stun Resist +26% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck +4 Con offense ------ Physical Crit +6.0% Ignore Shields +20% Accuracy +18 (+5 eff.) defense ------ Defense +7 (+3 eff.) Resistance +7% physical Resist unseen 11% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Nature When used to Attack: Weapon Damage 52.0 - 62.4 Light Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+3 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+6 eff.) Ranged Defense +17 (+6 eff.) Fatigue +12% Resistance +20% light +10% fire +15% darkness +12% mind Mind save +18 (+6 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 44.16 to 55.20 light damage (based on Willpower and Cunning). Uses 9 power out of 14/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 322, based on Magic) for 10 turns. Uses 14 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Random Unique] Arcane When used to Attack: Weapon Damage 42.0 - 50.4 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +186 On-hit +17 acid +14 fire On-crit, radius 2 +16 light +15 fire While equipped: Stats +9 Str +4 Con offense ------ Critical power +10.00% On shield block: * Deals 190 light and fire damage to each enemy blocked When Hit 8 fire When Hit: * 15% chance to reduce armor by 44% defense ------ Armor +20 Fatigue +8% Resistance +15% acid +22% fire +9% light other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +3 Wil +3 Mag offense ------ Critical power +37.00% Spellpower +10 (+2 eff.) Spellpower/crit +4 Accuracy +14 (+4 eff.) Ignore Armor +19 defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +16% cold Stealth +14 other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 11 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 423% 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 [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% 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 [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% 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: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% 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: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% 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. 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: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 223 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 470 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 562 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 431 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 510 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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 [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% 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 [Normal] Arcane When inscribed on your body: Cooldown: 16 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 20 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 [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 109 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. 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: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 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. 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 451 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 429 damage for 4 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 [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 175 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 662 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 687 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 14 up to 2 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 32 up to 6 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +1 Mag +3 Cun offense ------ Damage +3% fire defense ------ Resistance +3% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +5 Dex +3 Mag offense ------ Spell Crit +2% Ignore resists +15% physical defense ------ Physical save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag offense ------ Mindpower +8 (+3 eff.) Spellpower/crit +3 defense ------ Mind save +7 (+3 eff.) Confus Resist +12% other ------- Mana/turn +0.16 Max mana +23.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +4 Cun defense ------ Resistance +12% nature +9% light Physical save +12 (+4 eff.) Life +60.00 Life Regen +4.00 Silence Resist +20% other ------- Infravision +2 Masteries +0.28 Spell/Stone alchemy +0.28 Spell/Stone Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+12 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 25 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (180). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Fatigue -6% Resistance +3% temporal +7% physical +6% nature +10% mind Life Regen +2.00 Confus Resist +26% other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Dex +3 Wil +1 Cun offense ------ Mindpower +10 (+4 eff.) Damage +6% nature When Hit 4 nature On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Mind save +7 (+3 eff.) Confus Resist +14% other ------- Psi when Hit +0.08 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +18% nature +21% darkness When Hit 6 cold On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Resistance +11% acid +13% fire +17% cold +6% nature +13% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil offense ------ Mindpower +15 (+5 eff.) Damage +10% darkness defense ------ Resistance +20% darkness +5% arcane Mind save +6 (+2 eff.) other ------- Max hate +6.00 Max psi +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Spell Crit +3% Spellpower +30 (+6 eff.) defense ------ Fatigue -6% Resistance +27% lightning other ------- Encumbrance +25 Mana-on-crit +2.00 Max mana +60.00 Max vim +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +15 (+5 eff.) Resistance +12% temporal Mind save +8 (+3 eff.) Life +40.00 Disarm Resist +10% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil offense ------ Damage +13% light defense ------ Resistance +6% lightning +6% physical +32% light Life +60.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +10% nature +10% lightning Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Fatigue -5% Resistance +20% lightning +20% nature +6% darkness other ------- Encumbrance +25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun offense ------ Damage +21% fire Ignore resists +10% lightning +20% fire +10% acid defense ------ Defense +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% light +6% fire Ignore resists +20% light +25% fire When Hit 2 fire defense ------ Mind save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +6 Con offense ------ Physical Power +8 (+2 eff.) Accuracy +8 (+2 eff.) Ignore Armor +2 defense ------ Defense +5 (+2 eff.) Resistance +9% fire Life +45.00 Life Regen +10.00 Healmod +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Blind Resist +21% other ------- Infravision +4 See Stealth +10 See Invisibility +8 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Resistance +5% nature +6% blight Poison Resist +15% Disease Resist +10% Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Dex +8 Con offense ------ Critical power +10.00% Physical Power +9 (+3 eff.) Damage +17% acid +3% physical Accuracy +9 (+2 eff.) Ignore Armor +17 defense ------ Armor +6 Defense +11 (+4 eff.) Resistance +34% acid +2% physical other ------- Max stamina +20.00 Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.0 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Nature/Psionic Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +12 darkness Damage Against +10% Living On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Str +6 Dex +8 Mag +8 Wil +6 Cun +5 Con defense ------ Resistance +5% arcane +3% lightning Crit Resistance 15.00% other ------- Infravision +2 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 nature +8 darkness While equipped: Stats +4 Wil offense ------ Mindpower +5 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 mind +6 nature On Hit: * 11% chance to reduce all saves and defense by 25 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Mag +7 Wil +5 Cun +7 Con offense ------ Damage +3% mind defense ------ Life +21.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex 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 This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +8 lightning +4 fire While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) Damage +3% lightning +3% fire defense ------ Resistance +5% arcane +3% nature Unlife -20.00 life other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Life +11.00 Life Regen +0.60 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 Encumbrance T3 shield armor [Random Unique] Master When used to Attack: Weapon Damage 40.5 - 48.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +75 On-Hit, radius 1 +4 blight On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Physical Power +9 (+3 eff.) Damage +6% blight Ignore resists +5% blight defense ------ Armor +6 Fatigue +8% Resistance +17% lightning +20% cold +3% temporal +9% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-Hit, radius 1 +11 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +4.0% Physical Power +8 (+2 eff.) On-Hit 5 fire When Hit 5 fire defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Str +12 Mag +6 Wil +2 Con offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +10% physical +16% mind +20% temporal Ignore resists +10% physical +10% mind +11% temporal defense ------ Resistance +6% darkness +11% all Crit Resistance 15.00% Anomaly Control +13 other ------- Mana/turn +0.18 Psi/turn +0.61 Max psi +19.00 Infravision +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Damage +6% physical Accuracy +15 (+4 eff.) defense ------ Spell save +5 (+1 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +10% arcane Ignore Armor +1 defense ------ Defense +8 (+3 eff.) Resistance +5% arcane +6% cold Stealth +6 Unlife -40.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun offense ------ Damage +15% lightning Ignore resists +25% lightning When Hit 10 lightning defense ------ Physical save +13 (+4 eff.) Spell save +15 (+5 eff.) Mind save +10 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Mag +2 Wil +5 Cun +1 Con defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag +1 Wil offense ------ Critical power +5.00% Damage +6% arcane +6% blight Ignore resists +15% arcane defense ------ Defense +7 (+3 eff.) Physical save +6 (+2 eff.) Spell save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +8 Cun offense ------ Damage +24% blight defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +5 Wil +1 Cun offense ------ Damage +6% lightning When Hit 2 fire defense ------ Defense +5 (+2 eff.) Resistance +12% light +11% fire Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +2 Cun offense ------ Ignore resists +10% nature defense ------ Defense +2 (+1 eff.) Resistance +9% nature Stun Resist +20% other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +15% cold +12% darkness Ignore resists +10% lightning +10% cold Accuracy +23 (+6 eff.) When Hit 4 darkness defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +3% lightning Life +67.00 other ------- Max stamina +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Mag offense ------ Damage +6% physical Ignore resists +20% physical Accuracy +5 (+1 eff.) defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +15% cold Crit Resistance 15.00% other ------- Stamina/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +6 Con offense ------ Ignore resists +10% arcane defense ------ Armor +1 Resistance +5% fire +6% cold other ------- See Invisibility +6 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +23% Stun Resist +22% A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 35 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 14 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +8 Lck offense ------ Mindpower +15 (+5 eff.) defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +3% darkness +3% temporal Stealth +9 other ------- Psi when Hit +0.12 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +4 Mag +3 Wil +4 Cun defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 21 turn cooldown Effective talent level: 3.0 Power cost 21 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore resists +25% cold +10% physical When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Armor +4 Fatigue +3% Resistance +15% cold other ------- Stamina/turn +1.20 Max stamina +35.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +11 Con offense ------ When Hit 8 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 * 20% chance to reduce strength, dexterity, and constitution by 34 * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +12 Hardiness +10% Fatigue +3% Resistance +9% mind +7% physical Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 5% Stone Touch level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +2 Mag offense ------ Physical Power +7 (+2 eff.) Damage +3% lightning +3% arcane +9% nature Accuracy +10 (+3 eff.) When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +7 Str +4 Wil +7 Con offense ------ Damage +21% lightning +9% physical defense ------ Armor +2 Fatigue +3% Disarm Resist +33% other ------- Max stamina +30.00 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Disarm level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Dex +5 Mag +5 Wil +2 Cun offense ------ Spellpower +4 (+1 eff.) On-Hit 7 arcane Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +4% arcane Physical save +5 (+1 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-hit +8 arcane On Hit: 10% Manathrust level 3 On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature While equipped: offense ------ On-Hit 8 acid 6 physical Damage +6% acid +9% physical defense ------ Armor +13 Defense +20 (+7 eff.) Fatigue +5% Resistance +7% acid +6% fire Life Regen +7.10 Disarm Resist +20% other ------- Stamina/turn +0.80 Psi/turn +0.16 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-Hit, radius 1 +11 physical On-crit, radius 2 +12 acid +9 physical On Hit: 10% Second Wind level 1 On Hit: 10% Corrosive Breath level 5 On Hit: 10% Sand Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Damage +10% cold defense ------ Defense +1 (+1 eff.) Resistance +6% mind +15% cold other ------- See Invisibility +9 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +8 Wil offense ------ Ignore resists +10% light defense ------ Defense +1 (+1 eff.) Physical save +6 (+2 eff.) other ------- Light +1 Infravision +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% acid Ignore resists +5% light defense ------ Defense +7 (+3 eff.) Resistance +18% acid +6% cold +12% mind Physical save +12 (+4 eff.) Spell save +9 (+3 eff.) Life +60.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Spellpower/crit +10 Damage +6% lightning +12% nature +12% darkness defense ------ Defense +1 (+1 eff.) Resistance +18% nature Spell save +15 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Mag offense ------ Mind Crit +4% Mindpower +4 (+2 eff.) Damage +13% fire defense ------ Defense +2 (+1 eff.) Resistance +19% fire +3% mind +3% temporal Spell save +9 (+3 eff.) Life +20.00 Healmod +5% Disease Resist +20% other ------- Psi/turn +0.19 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 1.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +4 Cun offense ------ Spell Crit +2% Mindpower +4 (+2 eff.) Damage +15% blight +11% arcane +15% lightning When Hit 10 vim draining blight defense ------ Resistance +6% fire other ------- Max vim +25.00 Vimsense: Effective talent level: 2.0 Power cost 18 out of 45/45. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 18% and all saves by 31, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +6 Str +11 Dex offense ------ Damage +15% light defense ------ Armor +8 Fatigue +4% Resistance +3% cold other ------- Light +3 Infravision +2 Skullcracker: Puts all charms on 14 turn cooldown Effective talent level: 3.0 Power cost 14 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 393.0 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Wil +6 Con offense ------ Physical Power +10 (+3 eff.) Damage +6% acid defense ------ Armor +4 Fatigue +4% Resistance +6% acid Mind save +8 (+3 eff.) other ------- Stamina/turn +2.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 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 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 21 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 [Rare] Nature While equipped: Stats +2 Dex defense ------ Resistance +3% blight Life +45.00 Poison Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Str offense ------ Critical power +10.00% Physical Power +25 (+7 eff.) When Hit 10 fire defense ------ Armor +8 Resistance +6% fire 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +15% mind +21% cold Ignore resists +9% all Ignore Armor +8 When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +3% mind other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +1 Con offense ------ Ignore Armor +2 defense ------ Resistance +12% mind +1% physical Physical save +6 (+2 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Str +2 Mag +1 Wil +5 Cun +6 Con offense ------ Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Resistance +8% blight Life Regen +3.00 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. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Critical power +11.00% Physical Power +5 (+2 eff.) Ignore Armor +4 defense ------ Defense +5 (+2 eff.) Resistance +3% light Life +20.00 Life Regen +4.00 Healmod +15% Stun Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 140 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 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex offense ------ Damage +9% light +6% physical When Hit 2 lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 18 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 18 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Journey's End the Drem Stone Warden level 36
13rd Gold 123rd year of Ascendancy at 06:59 see stats
By Journey's End the Drem Stone Warden level 36
8th Gold 123rd year of Ascendancy at 05:25 see stats
By Journey's End the Drem Stone Warden level 23
15th Shortage 122nd year of Ascendancy at 23:34 see stats
By Journey's End the Drem Stone Warden level 31
33rd Steel 123rd year of Ascendancy at 19:30 see stats
By Journey's End the Drem Stone Warden level 21
9th Shortage 122nd year of Ascendancy at 14:37 see stats
By Journey's End the Drem Stone Warden level 10
25th Dearth 122nd year of Ascendancy at 04:05 see stats
By Journey's End the Drem Stone Warden level 20
25th Loss 122nd year of Ascendancy at 20:42 see stats
By Journey's End the Drem Stone Warden level 30
8th Steel 123rd year of Ascendancy at 01:31 see stats
By Journey's End the Drem Stone Warden level 27
17th Iron 123rd year of Ascendancy at 20:48 see stats
By Journey's End the Drem Stone Warden level 32
37th Steel 123rd year of Ascendancy at 02:12 see stats
By Journey's End the Drem Stone Warden level 17
9th Loss 122nd year of Ascendancy at 19:44 see stats
By Journey's End the Drem Stone Warden level 13
35th Dearth 122nd year of Ascendancy at 20:17 see stats
By Journey's End the Drem Stone Warden level 9
31st Voratun 122nd year of Ascendancy at 07:20 see stats
By Journey's End the Drem Stone Warden level 27
15th Iron 123rd year of Ascendancy at 13:34 see stats
By Journey's End the Drem Stone Warden level 36
7th Gold 123rd year of Ascendancy at 17:56 see stats
By Journey's End the Drem Stone Warden level 12
31st Dearth 122nd year of Ascendancy at 09:01 see stats
By Journey's End the Drem Stone Warden level 21
9th Shortage 122nd year of Ascendancy at 05:46 see stats
By Journey's End the Drem Stone Warden level 21
3rd Shortage 122nd year of Ascendancy at 18:42 see stats
By Journey's End the Drem Stone Warden level 15
43rd Dearth 122nd year of Ascendancy at 11:48 see stats
By Journey's End the Drem Stone Warden level 35
6th Gold 123rd year of Ascendancy at 04:53 see stats
Log
Arith the gaeramarth casts Lightning.
Arith the gaeramarth's spell attains critical power!
Stone Vine from Journey's End hits Cave troll for 23 nature, 15 arcane (39 total damage).
Thunderstorm hits Journey's End for (22 flat reduction), 9 lightning (10 total damage).
Arith the gaeramarth hits Journey's End for (22 flat reduction), 748 lightning (748 total damage).
Journey's End deactivates Stone Vines.
Ravage from Aduldamita the slimy ooze hits Journey's End for (22 flat reduction), 51 physical (52 total damage).
Deadly Poison from Gywyn the stone troll hits Journey's End for (22 flat reduction), 8 nature (9 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Journey's End uses Infusion: Movement.
Journey's End is moving at extreme speed!
Arith the gaeramarth activates Hymn of Perseverance.
Arith the gaeramarth deactivates Hymn of Shadows.
Arith the gaeramarth casts Darkest Light.
Arith the gaeramarth's spell attains critical power!
Journey's End casts Stone Wall.
Journey's End slows down.
Deadly Poison from Gywyn the stone troll hits Journey's End for (22 flat reduction), 8 nature (9 total damage).
Ravage from Aduldamita the slimy ooze hits Journey's End for (22 flat reduction), 51 physical (52 total damage).
Shrouded in Darklight from Arith the gaeramarth hits Journey's End for (22 flat reduction), 77 lightning, (22 flat reduction), 77 lightning (154 total damage).
Journey's End uses Nature's Touch.
Journey's End receives 63 healing.
Ravage from Aduldamita the slimy ooze hits Journey's End for (22 flat reduction), 51 physical (52 total damage).
Shrouded in Darklight from Arith the gaeramarth hits Journey's End for (22 flat reduction), 77 lightning (77 total damage).
Journey's End the level 38 drem stone warden was shocked to death by Arith the gaeramarth on level 2 of Lost Dwarven Kingdom of Reknor.
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Damage dealt
=====================
1,730,142 arcane
166,307 nature
137,117 physical
77,233 fire
55,015 cold
15,711 lightning
12,091 light
10,036 darkness
6,711 blight
2,126 acid
832 mind
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Damage taken
=====================
51,450 physical
16,264 lightning
13,615 fire
12,155 nature
11,864 cold
9,714 acid
7,625 light
5,935 arcane
5,696 darkness
5,632 blight
5,240 mind
1,416 temporal