











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. 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. 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: 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. 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 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 | Shalore |
Class | Shadowblade |
Level / Exp | 50 / 1803% |
Size | medium |
Lifes / Deaths | Killed by Lisamira the treant at level 11 on the 9th Flare 122nd year of Ascendancy at 07:59 2 / 5Killed by The Withering Thing at level 17 on the 35th Dusk 122nd year of Ascendancy at 18:52 Killed by Gyba the orc warrior at level 39 on the 58th Pyre 123rd year of Ascendancy at 03:54 Killed by Silebeth the orc master assassin at level 40 on the 49th Dusk 123rd year of Ascendancy at 06:48 Killed by Argoniel at level 50 on the 45th Pyre 124th year of Ascendancy at 08:03 |
Primary Stats
Strength | 61 (base 35) |
Dexterity | 113 (base 62) |
Constitution | 24 (base 10) |
Magic | 126 (base 65) |
Willpower | 42 (base 16) |
Cunning | 103 (base 60) |
Resources
Life | 927/927 |
Mana | 334/334 |
Stamina | 297/297 |
Healing Factor | 1.2172674059366 |
Regeneration | 27.122177200941 |
Speed
Mental | +18.24582049534% |
Attack | 0% |
Movement | +30% |
Spell | +18.24582049534% |
Global | +126% |
Vision
Sight | 10 |
Lite | -987 |
Infravision | 6.1320919526732 |
See Stealth | 45.402486875191 |
See Invisible | 45.402486875191 |
Stealth | 59 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 228 |
Accuracy | 103 |
Crit Chance | 101% |
APR | 84 |
Speed | 0.85 |
Offense: Offhand
Damage | 167 |
Accuracy | 103 |
Crit Chance | 101% |
APR | 65 |
Speed | 0.85 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 48% |
Speed | 0.8456958527675 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 55% |
Speed | 1 |
Offense: Damage Bonus
Physical | +66% |
Blight | +16% |
Arcane | +10% |
Cold | +37% |
All | +7% |
Crit. mult. | +281% |
Darkness | +35% |
Light | +42% |
Temporal | +55% |
Lightning | +37% |
Mind | +31% |
Fire | +43% |
Nature | +13% |
Offense: Damage Penetration
Physical | +87% |
Darkness | +45% |
Fire | +55% |
Temporal | +38% |
Blight | +35% |
Arcane | +96% |
Mind | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 43 (59.574340358689%) |
Defense | 80 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 44 |
Mental Save | 42 |
Defense: Resistances
Crit. shrug | +63% |
Blight | + 53%( 70%) |
Arcane | + 47%( 70%) |
Cold | + 70%( 70%) |
All | + 38%( 70%) |
Physical | + 46%( 70%) |
Darkness | + 63%( 70%) |
Light | + 70%( 70%) |
Temporal | + 62%( 70%) |
Lightning | + 60%( 70%) |
Mind | + 62%( 70%) |
Fire | + 70%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Disarm Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 38% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 187 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Trained Reactions |
talent | Shadow Feed |
talent | Phantasmal Shield |
talent | Stealth |
talent | Shadow Combat |
talent | Chant of Fortress |
talent | Essence of Speed |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 9.0 and stamina regeneration by 2.2. Soothing Darkness |
beneficial effect | Parrying melee and ranged attacks: Has a 77% chance to deflect up to 39 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Guravea the stone troll. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 [Rare] Arcane While equipped: offense ------ Damage +9% blight +18% temporal Ignore resists +10% blight +25% arcane When Hit 4 arcane defense ------ Armor +4 Fatigue +3% Resistance +5% arcane +15% temporal Silence Resist +38% Confus Resist +32% Stun Resist +31% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 +6% nature Ignore resists +20% fire +10% all Ignore Armor +10 defense ------ Resistance +12% cold +6% fire +9% nature +18% light other ------- Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Mind Crit +2% Critical power +20.00% Damage +18% light Ignore resists +10% fire When Hit 4 fire defense ------ Armor +9 Defense +6 (+1 eff.) Fatigue +3% Resistance +4% all Physical save +8 (+3 eff.) other ------- Max hate +8.00 A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% mind +6% fire Ignore resists +20% arcane defense ------ Resistance +4% physical Crit Resistance 15.00% Spell save +12 (+4 eff.) Confus Resist +20% Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +8.4% Ignore resists +26% arcane Accuracy +31 (+5 eff.) defense ------ Resistance +5% arcane +15% blight Life Regen +9.00 Stun Resist +42% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +11 Cun +10 Dex offense ------ Mind Crit +4% Critical power +15.00% Mindpower +20 (+7 eff.) Move Speed +20% Damage +17% light Accuracy +30 (+5 eff.) defense ------ Defense +15 (+3 eff.) Resistance +34% light other ------- Max psi +30.00 Can be unequipped or rerolled. 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 Puts all charms on 1 turn cooldown Activation is instant. "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? |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +4 Wil +9 Cun +9 Con offense ------ Move Speed +10% defense ------ Fatigue -10% Resistance +21% lightning +30% mind +6% darkness Life Regen +4.00 Confus Resist +49% Stun Resist +43% other ------- Stamina/turn +1.50 Max hate +6.00 Infravision +3 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 51.5 - 67.0 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +28 Critical Rate +10.0% Attack Speed 100% Ignore Shields +18% On-Hit, radius 1 +16 arcane While equipped: offense ------ Damage +12% mind Ignore resists +5% mind +13% physical Accuracy +25 (+4 eff.) Ignore Armor +13 defense ------ Resistance +5% arcane +9% mind Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +6 Cun +6 Dex offense ------ Physical Crit +21.0% Mind Crit +11% Critical power +15.00% Physical Power +6 (+1 eff.) Damage +9% darkness defense ------ Defense +19 (+4 eff.) Resistance +9% blight +12% fire +6% temporal Stealth +10 Healmod +10% Confus Resist +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Ignore resists +15% all +9% physical Accuracy +35 (+6 eff.) Ignore Armor +22 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +1 Dex +7 Wil offense ------ Damage +3% arcane +19% darkness Ignore resists +20% darkness defense ------ Armor +11 Defense +3 (+1 eff.) Resistance +18% temporal +35% darkness +27% cold Crit Resistance 10.00% Stealth +21 Out-of-Phase Defense +20 Out-of-Phase Resistance +14% Out-of-Phase Resilience +30% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown 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 T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +8 Str +22 Mag +7 Wil offense ------ Physical Power +25 (+4 eff.) Mindpower +10 (+3 eff.) Damage +30% lightning +49% physical +30% cold +30% temporal +30% fire Ignore resists +13% temporal +20% mind +40% physical defense ------ Armor +4 Resistance +15% lightning +45% fire +15% cold +15% all Anomaly Control +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 instantly heal yourself for 284 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: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 290 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -923 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 923 life, 8 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. 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 729% 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: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 812% 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% 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 Dexterity 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: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 832% 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: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 514 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 620 life over 5 turns. 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 4 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. Press to compare to your current inscriptions |
![]() 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 physical 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 Dexterity 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 cure yourself of one random magical effect and reduce all damage taken by 23% for 4 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. Press to compare to your current inscriptions |
![]() 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 24% for 3 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. Press to compare to your current inscriptions |
![]() 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 25% 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. Press to compare to your current inscriptions |
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 38% 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. 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 cure yourself of one random physical 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. 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 cure yourself of one random mental effect and reduce all damage taken by 29% for 3 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 10 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. 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 (84% 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 10 Usage Speed: Spell (84% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 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 29%, your defense is increased by 29 and all your resistances by 29%. 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 730 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (84% of a turn) Is: a spell Description: Inflicts 492.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 (84% of a turn) Won't Break Stealth: 100% 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 [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (84% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 2 physical, 3 darkness, 3 cold, 3 mind, 3 fire 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: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 32.10 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 201.16 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 97.16 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution 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 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 Strength 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 129 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 Strength 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: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 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 Strength 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: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 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 Strength 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: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 211 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 304 damage for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 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 83 up to 5 times. 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: 13 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 67 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (84% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +13% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Cun offense ------ Critical power +21.07% Ignore resists +26% cold defense ------ Resistance +21% lightning Stun Resist +38% other ------- Stamina/turn +3.00 Hate-on-crit +5.27 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 43 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +23% other ------- Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: defense ------ Defense +30 (+6 eff.) Resistance +2% physical +5% arcane +18% light Life Regen +4.00 Silence Resist +30% Stun Resist +20% other ------- Mana/turn +0.16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +11 Dex offense ------ Physical Power +20 (+3 eff.) Accuracy +10 (+1 eff.) Ignore Armor +2 defense ------ Defense +25 (+5 eff.) Resistance +15% light Teleport Resist +20% other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +7 Cun offense ------ Mind Crit +2% Damage +3% darkness When Hit 8 arcane defense ------ Resistance +5% arcane Mind save +18 (+6 eff.) Silence Resist +26% other ------- Mana/turn +0.17 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: defense ------ Armor +6 Defense +5 (+1 eff.) Resistance +3% light +6% temporal Spell save +9 (+3 eff.) Mind save +7 (+2 eff.) Blind Resist +20% Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ When Hit 11 light 11 fire defense ------ Resistance +34% fire Mind save +20 (+7 eff.) Life Regen +8.00 Stun Resist +44% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +17 Dex +3 Wil offense ------ Spellpower +30 (+7 eff.) Damage +9% arcane Ignore resists +25% temporal Accuracy +18 (+3 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) other ------- Max vim +50.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 19 light On-Ranged-Hit 16 light Damage +14% light defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Str +9 Mag +5 Wil +3 Con offense ------ On-Hit 34 light On-Ranged-Hit 34 light Damage +18% light +21% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 * 20% chance to slow global speed by 60% defense ------ Resistance +9% mind other ------- See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+1 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+15 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+3 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 4.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 215.04 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +10 Mag offense ------ Mind Crit +10% Mindpower +40 (+12 eff.) Ignore resists +34% mind On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 32 * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +20 (+6 eff.) Mind save +15 (+5 eff.) other ------- Hate-on-crit +6.80 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Con offense ------ Accuracy +15 (+2 eff.) Ignore Armor +14 When Hit 4 mind On-Hit (Melee): * 23% chance to reduce all saves and defense by 32 defense ------ Defense +14 (+3 eff.) Resistance +6% physical Mind save +27 (+9 eff.) Healmod +15% Confus Resist +100% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T5 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Spellpower/crit +8 Damage +20% mind +15% blight Ignore resists +29% light Ignore Shields +34% defense ------ Resistance +18% blight +20% mind +15% light Spell save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +7 Dex +7 Mag offense ------ Spell Crit +7% Spellpower +25 (+6 eff.) Spellpower/crit +10 Ignore resists +20% arcane Ignore Shields +31% Accuracy +14 (+2 eff.) other ------- Mana/turn +0.08 Mana-on-crit +2.07 Vim-on-crit +2.07 Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+11 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 170 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +37 (+9 eff.) Damage +30% acid other ------- Mana/turn +0.60 Vim-on-crit +6.00 Max vim +40.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +40.00% Spellpower +43 (+10 eff.) On-Hit 32 fire Damage +30% light other ------- Mana/turn +0.41 See Invisibility +20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Nature Weapon Damage 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +63 acid +48 nature While equipped: offense ------ Ignore resists +35% acid +35% nature Ignore Armor +21 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Arcane Weapon Damage 64.5 - 103.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +34 Critical Rate +5.0% Attack Speed 100% Ignore Shields +28% On Hit: * 27% chance to reduce damage dealt by 26% While equipped: Stats +6 Str +7 Dex +15 Mag +7 Cun +8 Con other ------- Light +4 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane Weapon Damage 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +31 Critical Rate +5.0% Attack Speed 100% Ignore Shields +20% On Critical: * Splash the target with acid dealing 194 damage over 5 turns and reducing armor and accuracy by 25 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +86 fire While equipped: offense ------ Global Speed +11% Ignore resists +13% all +25% fire Accuracy +25 (+4 eff.) Ignore Armor +15 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic level 5 On Hit: * 18% chance to reduce strength, dexterity, and constitution by 32 While equipped: offense ------ Ignore resists +15% all Accuracy +25 (+4 eff.) Ignore Armor +12 defense ------ Disease Resist +26% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +13% physical Accuracy +24 (+4 eff.) Ignore Armor +15 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Curse of Death level 5 While equipped: offense ------ Ignore resists +14% physical Accuracy +25 (+4 eff.) Ignore Armor +15 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% While equipped: Stats +7 Con offense ------ Physical Power +15 (+3 eff.) Ignore resists +15% physical defense ------ Disarm Resist +35% One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 50% Mag, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 35% Cun, 105% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+3 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 2.0 Power cost 34 out of 50/50. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 16.76 acid and 18.17 blight damage. If not cleared after five turns it will inflict 103.19 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 35% Dex, 50% Mag, 64% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +22 acid +10 nature While equipped: offense ------ Physical Crit +7.0% Critical power +23.00% Ignore resists +18% acid +18% nature Ignore Armor +25 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 40.0 - 52.0 Physical Uses 50% Dex, 50% Cun, 50% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +13 Str +12 Dex +12 Mag +12 Wil +10 Cun +13 Con offense ------ Physical Crit +15.0% Physical Power +15 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +17 fire On Hit: 20% Curse of Death level 5 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex +1 Con offense ------ Physical Crit +14.0% Damage +15% arcane defense ------ Resistance +1% physical Life Regen +5.17 Healmod +10% other ------- Infravision +3 Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Cun offense ------ Mind Crit +5% Critical power +22.00% Mindpower +10 (+3 eff.) Global Speed +10% On-Hit 20 fire Damage +20% fire Ignore resists +20% fire defense ------ Resistance +18% fire 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 T5 arrow ammo [Ego+] Master Weapon Damage 77.0 - 107.8 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +38 Ignore Armor +18 Critical Rate +24.0% Capacity 24 On Critical: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Weapon Damage 50.0 - 60.0 Light Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +280 While equipped: defense ------ Armor +20 Defense +16 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+6 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 13 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. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Wil +12 Mag offense ------ Spellpower +16 (+4 eff.) Spellpower/crit +6 Damage +3% lightning +30% temporal +3% nature +41% physical Ignore resists +10% lightning +14% temporal +13% physical When Hit 6 lightning defense ------ Resistance +15% lightning +21% physical +12% nature +15% all Anomaly Control +16 Silence Resist +40% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +8 Mag offense ------ Damage +30% temporal +30% physical Ignore resists +15% temporal +15% physical defense ------ Armor +4 Defense +5 (+1 eff.) Resistance +15% all Physical save +30 (+10 eff.) Anomaly Control +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +17% blight +15% all Life +100.00 Life Regen +5.00 Healmod +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +16 Fatigue +22% Mind save +25 (+8 eff.) Life +72.00 Life Regen +11.00 Healmod +18% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +12 Cun offense ------ Critical power +20.00% Ignore resists +25% darkness +20% arcane defense ------ Defense +14 (+3 eff.) Stealth +11 other ------- Psi when Hit +0.12 Hate-on-crit +3.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +5 Dex +6 Cun +9 Lck offense ------ Critical power +23.07% Physical Power +20 (+3 eff.) Damage +27% blight Ignore resists +28% blight +15% physical defense ------ Armor +12 Resistance +23% blight Stealth +15 other ------- Disarm Traps +30 Infravision +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Master While equipped: Stats +2 Cun +3 Dex offense ------ Critical power +18.00% Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +2 (+0 eff.) Stealth +5 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 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+5 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Crit +8.0% Physical Power +40 (+7 eff.) Accuracy +30 (+5 eff.) Ignore Armor +6 defense ------ Armor +26 Defense +3 (+1 eff.) Resistance +24% cold Unlife -100.00 life other ------- Max stamina +40.58 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 T5 cloak armor [Ego++] Nature/Master While equipped: offense ------ Damage +18% darkness Ignore resists +14% darkness Accuracy +24 (+4 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -7% Resistance +18% darkness Stealth +21 Life +69.00 other ------- Max stamina +35.00 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 T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 43 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 (+1 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 17 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 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+4 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 285 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 21 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Physical Power +15 (+3 eff.) Spellpower +10 (+2 eff.) Mindpower +11 (+4 eff.) Damage +12% physical +9% cold Ignore resists +16% darkness +20% temporal Accuracy +10 (+1 eff.) Ignore Armor +4 defense ------ Armor +14 Resistance +25% darkness +20% temporal Out-of-Phase Defense +26 Out-of-Phase Resistance +19% Out-of-Phase Resilience +20% other ------- Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +4 Cun +6 Wil defense ------ Armor +5 Fatigue +4% Physical save +15 (+5 eff.) Spell save +11 (+3 eff.) Mind save +15 (+5 eff.) 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 T5 feet armor [Ego+] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +15 Fatigue +4% Resistance +15% acid +15% fire +15% lightning +15% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str offense ------ Physical Power +9 (+2 eff.) On-Hit 7 light Damage +6% light +6% nature +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Armor +7 Resistance +10% light +9% darkness Mind save +8 (+3 eff.) Life +42.00 Unarmed combat: Weapon Damage 30.5 - 33.6 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Searing Light level 3 On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +6.0% Spell Crit +13% Mind Crit +7% Critical power +9.00% defense ------ Armor +3 Life Regen +10.00 other ------- Stamina/turn +1.50 Max stamina +18.00 Unarmed combat: Weapon Damage 33.0 - 36.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +14.0% Attack Speed 100% On Hit: 10% Nightmare level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +9 Dex offense ------ On-Hit 15 acid Damage +10% acid When Hit 4 darkness defense ------ Armor +3 Fatigue +5% Resistance +8% acid +21% cold +6% darkness Crit Resistance 10.00% Life +40.00 Silence Resist +20% Stun Resist +20% Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +12 acid On Hit: 10% Corrosive Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ On-Hit 15 mind Damage +5% mind +12% blight Ignore resists +25% blight +25% arcane When Hit 10 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 defense ------ Armor +3 Fatigue +5% Resistance +10% mind +5% arcane Unarmed combat: Weapon Damage 31.0 - 43.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +15 mind On Hit: 20% Psychic Lobotomy level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +11 Cun +6 Dex offense ------ Critical power +23.41% Mindpower +35 (+10 eff.) Damage +12% mind Accuracy +25 (+4 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% acid Mind save +21 (+7 eff.) Unarmed combat: Weapon Damage 29.5 - 41.3 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +15 Critical Rate +22.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: Stats +10 Mag offense ------ Spellpower +30 (+7 eff.) Damage +27% arcane defense ------ Defense +3 (+1 eff.) Resistance +9% acid +6% physical Physical save +18 (+6 eff.) Spell save +15 (+5 eff.) Unlife -60.00 life Stun Resist +23% other ------- Max vim +40.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +3 Str +4 Wil offense ------ Damage +20% nature +21% physical Ignore resists +25% physical When Hit 10 darkness defense ------ Defense +3 (+1 eff.) Resistance +30% nature Unlife -80.00 life other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +19% light defense ------ Defense +3 (+1 eff.) Resistance +28% light other ------- Mana/turn +3.00 Mana when Hit +3.00 Max mana +110.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +5.0% Physical Power +30 (+5 eff.) Damage +17% acid +15% physical Ignore resists +30% physical Ignore Armor +5 defense ------ Defense +33 (+7 eff.) Resistance +25% acid +5% physical Unlife -104.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +11 Str +3 Dex +3 Wil +5 Cun offense ------ Ignore resists +25% cold defense ------ Armor +3 Fatigue +3% Resistance +6% cold other ------- Light +3 Infravision +3 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 339.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Spell Crit +6% Critical power +15.00% Spellpower/crit +6 Ignore resists +20% acid When Hit 10 acid On-Hit (Melee): * 20% chance to reduce damage dealt by 26% defense ------ Armor +5 Fatigue +5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina when Hit +2.10 EQ when Hit +2.80 Vim-on-crit +2.07 Max mana +103.44 A cap made of leather. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+7 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+8 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 26 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +7 Cun offense ------ Mind Crit +8% Critical power +20.00% Mindpower +6 (+2 eff.) Damage +21% arcane +18% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+1 eff.) Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% other ------- Psi/turn +0.34 Hate-on-crit +3.00 Max psi +58.09 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +13% fire +14% cold A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Cun offense ------ Physical Crit +9.3% Ignore resists +20% darkness +15% acid Ignore Armor +7 When Hit 11 acid defense ------ Armor +5 Defense +34 (+7 eff.) Fatigue +5% Spell save +20 (+7 eff.) Poison Resist +23% Stun Resist +23% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego++] Nature/Psionic While equipped: Stats +6 Cun offense ------ Accuracy +10 (+1 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +9 (+2 eff.) Fatigue +5% Resistance +21% mind Mind save +21 (+7 eff.) Confus Resist +40% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature/Psionic While equipped: defense ------ Armor +5 Fatigue +5% Resistance +25% mind +25% cold Mind save +24 (+8 eff.) Confus Resist +33% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Wil offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +6 Damage +18% physical defense ------ Armor +5 Defense +25 (+5 eff.) Fatigue +5% Resistance +13% blight Physical save +12 (+4 eff.) Mind save +11 (+4 eff.) other ------- Stamina/turn +3.00 Mana-on-crit +2.00 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 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 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 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 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 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: defense ------ Mind save +8 (+3 eff.) Blind Resist +32% Confus Resist +13% other ------- Light +8 See Stealth +20 See Invisibility +18 Track: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 204.29 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 204.29 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Crit +2.0% defense ------ Defense +25 (+5 eff.) Resistance +7% fire +6% darkness +2% physical Unlife -80.00 life 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: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 163 for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 95. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +30% darkness Ignore resists +25% darkness defense ------ Resistance +20% darkness +5% arcane Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 turn cooldown 100% to heal for 54. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By The Funky Headhunter the Shalore Shadowblade level 37
11st Pyre 123rd year of Ascendancy at 20:05 see stats
By The Funky Headhunter the Shalore Shadowblade level 47
78th Haze 123rd year of Ascendancy at 21:23 see stats
By The Funky Headhunter the Shalore Shadowblade level 37
10th Pyre 123rd year of Ascendancy at 00:49 see stats
By The Funky Headhunter the Shalore Shadowblade level 41
51st Dusk 123rd year of Ascendancy at 06:13 see stats
By The Funky Headhunter the Shalore Shadowblade level 48
37th Regrowth 124th year of Ascendancy at 11:33 see stats
By The Funky Headhunter the Shalore Shadowblade level 40
44th Dusk 123rd year of Ascendancy at 22:11 see stats
By The Funky Headhunter the Shalore Shadowblade level 18
73rd Haze 122nd year of Ascendancy at 03:10 see stats
By The Funky Headhunter the Shalore Shadowblade level 39
58th Pyre 123rd year of Ascendancy at 12:19 see stats
By The Funky Headhunter the Shalore Shadowblade level 31
64th Regrowth 123rd year of Ascendancy at 19:09 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
45th Pyre 124th year of Ascendancy at 13:35 see stats
By The Funky Headhunter the Shalore Shadowblade level 22
1st Allure 123rd year of Ascendancy at 20:00 see stats
By The Funky Headhunter the Shalore Shadowblade level 37
47th Pyre 123rd year of Ascendancy at 10:01 see stats
By The Funky Headhunter the Shalore Shadowblade level 31
69th Regrowth 123rd year of Ascendancy at 03:00 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
62nd Regrowth 124th year of Ascendancy at 17:53 see stats
By The Funky Headhunter the Shalore Shadowblade level 31
64th Regrowth 123rd year of Ascendancy at 21:05 see stats
By The Funky Headhunter the Shalore Shadowblade level 42
51st Dusk 123rd year of Ascendancy at 21:08 see stats
By The Funky Headhunter the Shalore Shadowblade level 10
4th Flare 122nd year of Ascendancy at 21:56 see stats
By The Funky Headhunter the Shalore Shadowblade level 20
6th Decay 122nd year of Ascendancy at 01:24 see stats
By The Funky Headhunter the Shalore Shadowblade level 30
35th Regrowth 123rd year of Ascendancy at 01:56 see stats
By The Funky Headhunter the Shalore Shadowblade level 40
58th Pyre 123rd year of Ascendancy at 20:27 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
47th Regrowth 124th year of Ascendancy at 10:51 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
60th Regrowth 124th year of Ascendancy at 20:48 see stats
By The Funky Headhunter the Shalore Shadowblade level 18
59th Dusk 122nd year of Ascendancy at 01:19 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
50th Regrowth 124th year of Ascendancy at 17:53 see stats
By The Funky Headhunter the Shalore Shadowblade level 47
36th Regrowth 124th year of Ascendancy at 17:53 see stats
By The Funky Headhunter the Shalore Shadowblade level 31
70th Regrowth 123rd year of Ascendancy at 04:05 see stats
By The Funky Headhunter the Shalore Shadowblade level 39
58th Pyre 123rd year of Ascendancy at 15:25 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
45th Pyre 124th year of Ascendancy at 13:34 see stats
By The Funky Headhunter the Shalore Shadowblade level 10
4th Flare 122nd year of Ascendancy at 22:46 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
60th Regrowth 124th year of Ascendancy at 18:29 see stats
By The Funky Headhunter the Shalore Shadowblade level 27
22nd Regrowth 123rd year of Ascendancy at 11:38 see stats
By The Funky Headhunter the Shalore Shadowblade level 50
45th Pyre 124th year of Ascendancy at 13:35 see stats
By The Funky Headhunter the Shalore Shadowblade level 37
18th Pyre 123rd year of Ascendancy at 19:46 see stats
By The Funky Headhunter the Shalore Shadowblade level 43
79th Dusk 123rd year of Ascendancy at 22:34 see stats
By The Funky Headhunter the Shalore Shadowblade level 27
21st Regrowth 123rd year of Ascendancy at 14:38 see stats
By The Funky Headhunter the Shalore Shadowblade level 22
1st Allure 123rd year of Ascendancy at 21:56 see stats
By The Funky Headhunter the Shalore Shadowblade level 16
22nd Dusk 122nd year of Ascendancy at 09:29 see stats
By The Funky Headhunter the Shalore Shadowblade level 36
8th Pyre 123rd year of Ascendancy at 14:06 see stats
Log
The Funky Headhunter picks up ( .): acidic voratun longsword of phasing (44-61 power, 31 apr).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
The Funky Headhunter picks up ( .): truestriking voratun waraxe of corruption (40-56 power, 6 apr).
The Funky Headhunter picks up ( .): creative living mindstar of flames (16-18 power, 40 apr, nature damage).
Ran for 3 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.60 gold pieces.
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: at portal).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 18 turns (stop reason: interesting terrain).
=====================
Damage dealt
=====================
3,361,445 physical
1,599,933 darkness
522,868 light
148,790 mind
87,749 arcane
69,466 lightning
59,251 acid
47,503 nature
13,421 cold
3,329 fire
344 blight
=====================
Damage taken
=====================
55,517 physical
36,943 fire
21,147 nature
20,984 cold
19,011 blight
14,543 acid
11,871 darkness
10,566 lightning
10,561 light
7,905 mind
6,631 arcane
5,099 temporal