












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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 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: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 Roguelike |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 43 / 93% |
Size | gargantuan |
Lifes / Deaths | Killed by Emelulrana the weaver young at level 43 on the 62nd Haze 123rd year of Ascendancy at 01:23 / 1 |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 12 (base 10) |
Constitution | 25 (base 13) |
Magic | 72 (base 60) |
Willpower | 15 (base 10) |
Cunning | 68 (base 48) |
Resources
Life | -166/1310 |
Insanity | 77/100 |
Stamina | 258/258 |
Healing Factor | 1.3245178243369 |
Regeneration | 14.90082552379 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 50.724250866975 |
See Invisible | 52.724250866975 |
Offense: Mainhand
Damage | 216 |
Accuracy | 62 |
Crit Chance | 54% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 46 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Cold | +50% |
Acid | +44% |
Light | +43% |
Darkness | +51% |
Blight | +53% |
Physical | +50% |
Fire | +31% |
All | +23% |
Offense: Damage Penetration
Darkness | +20% |
Temporal | +13% |
Nature | +17% |
Arcane | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (44.574340358689%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 40 |
Mental Save | 26 |
Defense: Resistances
Acid | + 48%( 75%) |
Blight | + 40%( 75%) |
Arcane | + 33%( 75%) |
Cold | + 42%( 75%) |
All | + 25%( 75%) |
Physical | + 47%( 75%) |
Lightning | + 30%( 75%) |
Light | + 51%( 75%) |
Temporal | + 39%( 75%) |
Mind | + 44%( 75%) |
Darkness | + 51%( 75%) |
Fire | + 56%( 75%) |
Nature | + 31%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Blind Resistance | 63% |
Silence Resistance | 52% |
Bleed Resistance | 20% |
Pinning Resistance | 76% |
Disarm Resistance | 81% |
Instadeath Resistance | 100% |
Knockback Resistance | 77% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 847 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 983% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 425 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% 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
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lost defiler from death by Betonn the large white snake. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by skeleton magus. Escort: temporal explorer (level 6 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Aerydana the blade horror. Escort: worried loremaster (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 844. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +10% darkness defense ------ Armor +4 Fatigue +3% Resistance +15% darkness +14% temporal Silence Resist +32% Confus Resist +29% Stun Resist +26% Out-of-Phase Defense +17 Out-of-Phase Resistance +12% 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. |
Quiver | ![]() 3.0 Encumbrance T1 arrow ammo [Rare] Psionic Weapon Damage 14.5 - 20.3 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 On-ranged-hit +16 nature On-Hit, radius 1 +8 darkness +8 nature On-crit, radius 2 +8 darkness +20 lightning On Hit: * 20% chance to slow global speed by 56% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Critical power +20.00% Ignore resists +10% darkness defense ------ Resistance +6% mind +6% darkness +5% arcane Crit Resistance 15.00% Life Regen +4.00 other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +10% darkness +11% physical defense ------ Defense +2 (+1 eff.) Resistance +6% lightning +5% temporal +5% light +5% fire +5% nature +6% acid +13% physical +5% blight +5% cold +13% darkness A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ When Hit 2 cold defense ------ Armor +4 Defense +10 (+5 eff.) Resistance +6% fire Crit Resistance 15.00% Spell save +3 (+1 eff.) Blind Resist +10% Silence Resist +20% Confus Resist +20% Fire a magical bolt dealing 236 fire damage Puts all charms on 13 turn cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Cun +7 Wil offense ------ Physical Power +20 (+5 eff.) Spellpower +20 (+5 eff.) Damage +3% acid +12% blight +8% all When Hit 4 light defense ------ Resistance +9% blight +9% acid Life +45.00 Disarm Resist +38% Pinning Resist +41% Stun Resist +30% Knockbk Resist +50% other ------- Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun defense ------ Resistance +3% nature Life +28.00 Life Regen +3.00 Blind Resist +33% Disarm Resist +23% Pinning Resist +25% Stun Resist +27% Knockbk Resist +27% other ------- Light +1 Infravision +5 See Stealth +8 See Invisibility +10 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +13 (+4 eff.) defense ------ Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) other ------- Size +2 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 71.0 - 106.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +17 blight On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 While equipped: Stats +1 Cun +1 Str offense ------ Physical Crit +16.0% Critical power +37.00% Ignore Armor +14 defense ------ Mind save +3 (+1 eff.) Blind Resist +20% Disease Resist +41% Disarm Resist +20% Pinning Resist +10% Massive two-handed battleaxes. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex +4 Con offense ------ Physical Crit +13.0% Spell Crit +14% Critical power +10.00% Damage +6% physical Accuracy +25 (+6 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% physical Unarmed combat: Weapon Damage 24.5 - 34.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +18 (+5 eff.) Damage +18% acid +10% physical +15% all defense ------ Resistance +15% acid +11% physical +30% light +6% blight +18% cold +18% fire +13% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to stralite plate armour. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +14 Defense +2 (+1 eff.) Resistance +12% fire Life Regen +4.00 Healmod +20% Cut Resist +20% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +1 Dex offense ------ Accuracy +30 (+7 eff.) defense ------ Armor +6 Defense +10 (+5 eff.) Resistance +19% mind +5% arcane Max Resistance +5% all Physical save +26 (+9 eff.) Confus Resist +50% other ------- Masteries +0.40 Demented/Slow death +0.40 Corruption/Hexes Amulets make your neck look great! |
Inventory
![]() 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 105 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 269 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -956 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 1913 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1006 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 2012 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 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 -618 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 1236 life, 16 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 [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 775 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 608 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. 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) Is: a nature gift Description: Activate the infusion to heal yourself for 746 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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 568 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 (100% of a turn) Is: a spell Description: Inflicts 258.30 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 [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 114.22 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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 create a protective shield absorbing at most 404 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 534 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 642 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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 create a protective shield absorbing at most 703 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 4 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 9 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 58 up to 7 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% acid When Hit 8 lightning defense ------ Resistance +11% lightning +3% mind Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +9% lightning +15% fire +14% mind +5% arcane Confus Resist +27% Amulets make your neck look great! |
![]() 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 (-4 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/Psionic While equipped: Stats +4 Con +2 Wil defense ------ Mind save +5 (+2 eff.) Confus Resist +12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +2 Dex +4 Con defense ------ Resistance +16% mind Mind save +6 (+3 eff.) Unlife -40.00 life Life Regen +4.00 Healmod +20% Confus Resist +30% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Dex offense ------ Critical power +15.00% Physical Power +15 (+4 eff.) Damage +15% physical defense ------ Resistance +10% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: defense ------ Defense +20 (+10 eff.) Resistance +9% lightning +13% physical +12% darkness Spell save +18 (+6 eff.) Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +13 Lck offense ------ Accuracy +17 (+4 eff.) When Hit 8 arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Defense +13 (+7 eff.) Resistance +18% lightning +5% arcane Resist unseen 14% Blind Resist +34% Stun Resist +33% other ------- Infravision +6 Sight +2 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 50 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag +7 Wil +3 Cun offense ------ Spellpower +6 (+2 eff.) defense ------ Mind save +3 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Cun +4 Con offense ------ Physical Power +7 (+2 eff.) Damage +11% acid defense ------ Resistance +22% acid Life +22.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag offense ------ Ignore resists +15% darkness When Hit 10 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +6% darkness Spell save +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +12 Mag +6 Wil offense ------ Critical power +10.00% Spellpower +19 (+5 eff.) Ignore resists +10% blight Ignore Shields +20% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con defense ------ Resistance +10% nature +25% cold other ------- Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.20 cold and 13.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +16 Physical save +12 (+4 eff.) Life Regen +5.00 Stun Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+2 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +10 Mag +2 Cun defense ------ Defense +20 (+10 eff.) Resistance +32% cold Physical save +6 (+2 eff.) Spell save +12 (+4 eff.) Unlife -40.00 life Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +16% Accuracy +10 (+2 eff.) defense ------ Defense +8 (+4 eff.) Fatigue -6% other ------- Encumbrance +26 Blinding Speed: Puts all charms on 33 turn cooldown Effective talent level: 3.0 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +7 Wil offense ------ Damage +15% acid When Hit 4 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Resistance +27% acid +20% cold +24% fire +15% mind +19% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +8 Dex offense ------ Physical Crit +4.0% Spell Crit +4% Damage +8% all Accuracy +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +7% blight Poison Resist +18% Disease Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +5 Str offense ------ Accuracy +10 (+2 eff.) Ignore Armor +13 defense ------ Armor +10 Defense +10 (+5 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Str +6 Wil +6 Cun +7 Con offense ------ Critical power +10.00% Physical Power +12 (+3 eff.) Accuracy +12 (+3 eff.) Ignore Armor +13 defense ------ Defense +8 (+4 eff.) Resistance +3% darkness +15% acid Poison Resist +20% Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: offense ------ Physical Crit +4.0% Spell Crit +4% Damage +8% all defense ------ Resistance +25% acid +23% fire +20% lightning +23% cold Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Wil +7 Con offense ------ Physical Crit +8.0% Spell Crit +18% Critical power +10.00% Physical Power +10 (+3 eff.) Spellpower +27 (+7 eff.) Accuracy +10 (+2 eff.) defense ------ Life Regen +0.90 Healmod +19% other ------- Light +1 See Invisibility +6 Talents +1 Command Staff This staff offers 25% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Spellpower +20 (+5 eff.) Spellpower/crit +8 Damage +6% acid Ignore resists +5% acid When Hit 4 arcane 4 light defense ------ Resistance +5% arcane other ------- Talents +1 Command Staff This staff offers 25% bonus to arcane damage. (included above) Conjure elemental energy in a radius 8 cone, dealing 55.58 to 66.70 arcane damage Puts all charms on 7 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% 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 +15% Critical power +15.00% Spellpower +35 (+9 eff.) Damage +30% blight Ignore Shields +27% When Hit 4 cold defense ------ Defense +17 (+9 eff.) Resistance +5% arcane Shield Power +15% other ------- Talents +1 Command Staff This staff offers 30% bonus to blight damage. (included above) Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Psionic Weapon Damage 22.5 - 33.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +13 darkness Damage Against +9% Living On Critical: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +12 (+3 eff.) defense ------ Resistance +5% arcane +3% cold Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Nature Weapon Damage 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +7 Str +7 Dex +7 Mag +5 Wil +7 Cun +7 Con Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: 20% Netherblast level 4 On Hit: * 20% chance to slow global speed by 56% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +20 Str +10 Dex +10 Mag +12 Wil +10 Cun +10 Con offense ------ Damage +13% physical Accuracy +26 (+6 eff.) defense ------ Resistance +12% cold +9% fire other ------- Light +2 On Spell Hit: 20% Netherblast level 4 Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 57.5 - 86.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +19 acid +24 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Wil offense ------ Physical Crit +19.0% Critical power +41.00% Ignore resists +26% acid Ignore Armor +24 defense ------ Resistance +2% physical Life Regen +4.00 Blind Resist +20% Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 66.5 - 99.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +17 fire While equipped: Stats +9 Str offense ------ Global Speed +4% Damage +7% physical Accuracy +27 (+6 eff.) Massive two-handed mauls. |
![]() 0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 65.0 - 104.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +24 acid +35 nature On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +17 (+4 eff.) Ignore resists +17% acid Ignore Armor +12 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Master Weapon Damage 63.5 - 101.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Dex offense ------ Combat Speed +10% Ignore resists +14% all Accuracy +53 (+13 eff.) Ignore Armor +14 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 61.5 - 98.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +12 temporal While equipped: offense ------ Ignore resists +16% physical Accuracy +16 (+4 eff.) Ignore Armor +12 defense ------ Resistance +12% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +16 fire While equipped: offense ------ Ignore resists +6% all Accuracy +7 (+1 eff.) Ignore Armor +7 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 25 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 42 acid damage in a 4 radius ball. This damage will increase by 30% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +10 Cun +2 Wil offense ------ Damage +9% acid defense ------ Resistance +6% light Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Wil 30 [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 50 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 nature On Hit: * 20% chance to slow global speed by 56% While equipped: offense ------ When Hit 2 cold defense ------ Resistance +9% fire One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 mind On-Hit, radius 1 +8 arcane On Hit: * 10% chance to reduce all saves and defense by 29 While equipped: Stats +8 Wil +2 Cun +6 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +5% arcane Life +13.00 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness Damage Against +6% Living While equipped: Stats +1 Mag offense ------ Ignore resists +5% all Accuracy +11 (+2 eff.) Ignore Armor +5 defense ------ Resistance +3% light +6% nature One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Weapon Damage 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats +4 Cun offense ------ Ignore resists +20% acid defense ------ Armor +4 Resistance +3% darkness +9% nature Physical save +18 (+6 eff.) Pinning Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Rare] Master Weapon Damage 64.0 - 89.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +19.0% Capacity 19 On Critical: * Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Spellpower +15 (+4 eff.) Spellpower/crit +2 Damage +11% darkness defense ------ Resistance +5% arcane +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats +1 Cun offense ------ Damage +8% acid +6% physical +9% blight defense ------ Resistance +11% acid +11% physical +3% lightning +9% blight +11% cold +12% fire +7% all other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: defense ------ Resistance +9% acid +2% physical +16% darkness +11% mind +7% all Physical save +11 (+4 eff.) Spell save +11 (+4 eff.) Mind save +33 (+15 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +8% acid +11% physical defense ------ Resistance +7% lightning +8% darkness +24% fire +11% all +13% acid +13% physical +9% blight +21% cold +8% light Physical save +13 (+5 eff.) Spell save +25 (+8 eff.) Mind save +13 (+6 eff.) other ------- Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +14% acid +5% physical defense ------ Resistance +12% acid +12% physical +12% fire +13% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Critical power +13.00% Damage +10% acid +5% physical defense ------ Resistance +13% acid +12% physical +13% fire +12% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +5 Con defense ------ Resistance +10% blight +11% all Life +40.00 Life Regen +1.70 Healmod +12% Poison Resist +29% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +8% Spellpower +10 (+3 eff.) Damage +20% darkness Ignore Shields +20% defense ------ Resistance +30% darkness +13% all Spell save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +22% darkness defense ------ Resistance +10% lightning +41% darkness +7% light +8% blight +8% fire +9% cold +13% all Physical save +14 (+5 eff.) Spell save +29 (+10 eff.) Mind save +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +11% acid +6% physical +7% darkness defense ------ Resistance +16% acid +10% physical +10% fire +14% cold +13% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +4 Mag +7 Wil offense ------ Critical power +15.00% Damage +23% physical defense ------ Resistance +11% lightning +16% darkness +42% fire +14% cold +20% mind +15% all Physical save +17 (+6 eff.) Spell save +17 (+6 eff.) Mind save +40 (+18 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) defense ------ Resistance +15% all Spell save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +3 Cun offense ------ Spell Crit +7% Spellpower +7 (+2 eff.) Damage +18% acid +19% physical +10% darkness defense ------ Resistance +14% acid +12% physical +14% fire +14% cold +15% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T1 heavy armor [Normal] While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+5 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 41 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 37.83 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Resistance +9% nature Spell save +6 (+2 eff.) Unlife -40.00 life Life Regen +4.00 other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Psionic While equipped: defense ------ Resistance +5% light +5% darkness Physical save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Ignore resists +15% acid +15% darkness When Hit 8 darkness defense ------ Resistance +15% light +9% darkness Spell save +11 (+4 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +18% darkness When Hit 8 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +7% acid +7% fire +7% lightning +7% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +5 Con offense ------ Physical Crit +5.0% Critical power +9.00% Physical Power +10 (+3 eff.) defense ------ Physical save +8 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid +9% darkness defense ------ Defense +1 (+1 eff.) Resistance +9% acid +6% darkness Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +10% physical defense ------ Armor +2 Defense +12 (+6 eff.) Physical save +6 (+2 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +2% physical Spell save +3 (+1 eff.) Unlife -20.00 life Disarm Resist +10% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 56% defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+2 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 41 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +9% darkness Ignore resists +25% blight +25% darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 24% defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +5% Critical power +18.00% Spellpower +21 (+5 eff.) Spellpower/crit +8 When Hit 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Mag +3 Wil defense ------ Armor +5 Defense +7 (+4 eff.) Physical save +12 (+4 eff.) Spell save +18 (+6 eff.) Mind save +15 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 41 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. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Dex +2 Mag +4 Cun +5 Lck defense ------ Armor +3 Stealth +8 other ------- See Invisibility +12 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex +3 Wil offense ------ Physical Crit +5.0% Spell Crit +2% Physical Power +14 (+4 eff.) Spellpower +3 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 Fatigue -6% Physical save +10 (+4 eff.) other ------- Encumbrance +32 Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +15 Fatigue -8% Resistance +13% acid +8% fire +14% lightning +12% cold Crit Resistance 15.00% Physical save +19 (+7 eff.) Spell save +10 (+3 eff.) Mind save +19 (+9 eff.) Life +40.00 Pinning Resist +10% other ------- Encumbrance +36 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +2% Resistance +5% arcane Crit Resistance 15.00% Life +80.00 Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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 T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% 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 T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Critical power +15.00% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Resistance +3% acid Physical save +6 (+2 eff.) Spell save +9 (+3 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 T1 feet armor [Ego++] Master While equipped: Stats +3 Str +2 Cun +5 Con offense ------ Damage +5% physical defense ------ Armor +3 Fatigue +2% Physical save +11 (+4 eff.) Mind save +11 (+5 eff.) other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Damage +6% acid +6% blight Ignore resists +12% darkness Accuracy +15 (+3 eff.) Ignore Armor +6 defense ------ Armor +4 Fatigue +3% Resistance +17% temporal +13% darkness +3% mind Disease Resist +26% Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +17% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ When Hit 10 lightning defense ------ Armor +12 Defense +10 (+5 eff.) Fatigue +3% Resistance +10% acid +20% cold +12% blight +11% fire +6% nature +11% lightning Life +40.00 Confus Resist +20% 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. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 lightning defense ------ Armor +1 Resistance +9% lightning +6% temporal +3% acid Poison Resist +10% Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness Ignore resists +10% darkness defense ------ Resistance +8% darkness +8% temporal Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil offense ------ Physical Crit +5.0% Spell Crit +8% Critical power +8.00% On-Hit 5 acid 5 fire 4 cold 5 lightning defense ------ Armor +2 Unarmed combat: Weapon Damage 24.5 - 27.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On-hit +8 ice +14 fire +15 acid +8 lightning On Crit: 20% Cripple level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 11 lightning 10 fire When Hit 2 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Armor +3 Resistance +10% lightning +8% fire Life Regen +7.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 27.5 - 30.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +10 lightning +14 fire On Hit: 10% Nightmare level 5 On Hit: 10% Lightning Breath level 5 On Hit: 10% Fire Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil offense ------ Physical Crit +9.0% Spell Crit +11% Critical power +6.00% On-Hit 7 acid 7 fire 5 cold 7 lightning defense ------ Armor +3 Unarmed combat: Weapon Damage 34.5 - 38.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +17.0% Attack Speed 100% On-hit +7 ice +14 fire +7 acid +16 lightning On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% nature Unarmed combat: Weapon Damage 14.5 - 20.3 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +2 Cun offense ------ On-Hit 11 darkness Damage +6% acid +6% darkness defense ------ Armor +2 Fatigue +3% Resistance +10% darkness Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 3 On Hit: * 9% chance to reduce damage dealt by 24% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +7% Critical power +10.00% defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +17.0% Attack Speed 83% On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master/Psionic While equipped: offense ------ Physical Crit +11.0% Spell Crit +8% Critical power +6.00% Accuracy +8 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 83% On-hit +10 acid On Hit: 10% Corrosive Mist level 1 On Hit: 20% Earthen Missiles level 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +14% Critical power +8.00% defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 39.0 - 54.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +14.0% Attack Speed 83% On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +3 Con offense ------ Physical Power +25 (+6 eff.) Damage +15% darkness +9% physical Ignore resists +10% physical When Hit 6 physical defense ------ Armor +8 Defense +17 (+9 eff.) Resistance +22% darkness A pointy cloth hat, very wizardly... This object's appearance was changed to Steel Helm of Garkul. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +9% acid +6% cold other ------- See Invisibility +12 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue +1% Resistance +6% lightning +6% temporal Poison Resist +20% Confus Resist +20% Pinning Resist +10% Knockbk Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +10% physical Accuracy +15 (+3 eff.) defense ------ Armor +1 Fatigue +1% Cut Resist +20% Pinning Resist +10% other ------- Infravision +3 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +5% physical Ignore Armor +1 defense ------ Armor +3 Fatigue +5% Physical save +11 (+4 eff.) Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +2 Mag +5 Wil +10 Con offense ------ Spellpower +10 (+3 eff.) Spellpower/crit +6 Ignore resists +10% blight defense ------ Armor +4 Fatigue +4% 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 584.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Dex +3 Wil +10 Con defense ------ Armor +4 Fatigue +4% Crit Resistance 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +12 Fatigue +4% Resistance +3% mind Crit Resistance 10.00% Physical save +14 (+5 eff.) Life +60.00 Life Regen +2.00 other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +11 Con offense ------ Physical Crit +6.0% Ignore resists +20% physical Accuracy +30 (+7 eff.) defense ------ Armor +4 Fatigue +4% Resistance +9% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 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% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+4 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 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 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% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +5 (+3 eff.) Physical save +9 (+3 eff.) Mind save +6 (+3 eff.) Unlife -80.00 life Life +20.00 Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Cun +2 Con defense ------ Life +44.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Spell Crit +4% Critical power +13.00% Physical Power +6 (+2 eff.) Spellpower +3 (+1 eff.) defense ------ Resistance +5% blight +7% darkness other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 30 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 212.80 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Wil offense ------ Physical Crit +6.0% Ignore Armor +3 defense ------ Resistance +6% blight Spell save +9 (+3 eff.) Life +80.00 Silence Resist +20% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 255 physical damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ When Hit 6 temporal defense ------ Resistance +3% temporal +9% mind +3% light Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (268 total damage) Puts all charms on 13 turn cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +7 Str offense ------ Physical Crit +6.0% Critical power +10.00% Damage +18% physical Accuracy +15 (+3 eff.) defense ------ Defense +15 (+8 eff.) Resistance +9% blight +12% cold Create a shield absorbing up to 308 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +3 Str +4 Dex +2 Con offense ------ Physical Crit +2.0% Ignore resists +20% physical Accuracy +20 (+5 eff.) Ignore Armor +5 defense ------ Defense +15 (+8 eff.) Fire a magical bolt dealing 405 cold damage Puts all charms on 13 turn cooldown 100% to heal for 47. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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. |
Achievements
By Erehin the Ogre Writhing One level 41
50th Haze 123rd year of Ascendancy at 10:28 see stats
By Erehin the Ogre Writhing One level 41
50th Haze 123rd year of Ascendancy at 11:17 see stats
By Erehin the Ogre Writhing One level 32
27th Pyre 123rd year of Ascendancy at 01:09 see stats
By Erehin the Ogre Writhing One level 39
11st Dusk 123rd year of Ascendancy at 22:33 see stats
By Erehin the Ogre Writhing One level 31
17th Pyre 123rd year of Ascendancy at 19:25 see stats
By Erehin the Ogre Writhing One level 43
61st Haze 123rd year of Ascendancy at 07:21 see stats
By Erehin the Ogre Writhing One level 26
3rd Regrowth 123rd year of Ascendancy at 13:44 see stats
By Erehin the Ogre Writhing One level 19
43rd Haze 122nd year of Ascendancy at 12:30 see stats
By Erehin the Ogre Writhing One level 42
57th Haze 123rd year of Ascendancy at 10:26 see stats
By Erehin the Ogre Writhing One level 36
4th Dusk 123rd year of Ascendancy at 23:48 see stats
By Erehin the Ogre Writhing One level 23
1st Allure 123rd year of Ascendancy at 19:37 see stats
By Erehin the Ogre Writhing One level 30
70th Regrowth 123rd year of Ascendancy at 17:01 see stats
By Erehin the Ogre Writhing One level 32
27th Pyre 123rd year of Ascendancy at 01:40 see stats
By Erehin the Ogre Writhing One level 10
1st Summertide 122nd year of Ascendancy at 03:00 see stats
By Erehin the Ogre Writhing One level 20
58th Haze 122nd year of Ascendancy at 04:12 see stats
By Erehin the Ogre Writhing One level 30
70th Regrowth 123rd year of Ascendancy at 13:05 see stats
By Erehin the Ogre Writhing One level 40
68th Dusk 123rd year of Ascendancy at 03:25 see stats
By Erehin the Ogre Writhing One level 39
66th Dusk 123rd year of Ascendancy at 14:44 see stats
By Erehin the Ogre Writhing One level 32
43rd Pyre 123rd year of Ascendancy at 23:15 see stats
By Erehin the Ogre Writhing One level 15
10th Haze 122nd year of Ascendancy at 08:53 see stats
By Erehin the Ogre Writhing One level 43
57th Haze 123rd year of Ascendancy at 18:09 see stats
By Erehin the Ogre Writhing One level 32
27th Pyre 123rd year of Ascendancy at 01:09 see stats
By Erehin the Ogre Writhing One level 20
76th Haze 122nd year of Ascendancy at 07:06 see stats
By Erehin the Ogre Writhing One level 9
4th Mirth 122nd year of Ascendancy at 19:08 see stats
By Erehin the Ogre Writhing One level 32
27th Pyre 123rd year of Ascendancy at 01:09 see stats
By Erehin the Ogre Writhing One level 27
26th Regrowth 123rd year of Ascendancy at 08:49 see stats
By Erehin the Ogre Writhing One level 12
5th Flare 122nd year of Ascendancy at 00:35 see stats
By Erehin the Ogre Writhing One level 27
26th Regrowth 123rd year of Ascendancy at 04:28 see stats
By Erehin the Ogre Writhing One level 23
1st Allure 123rd year of Ascendancy at 23:52 see stats
By Erehin the Ogre Writhing One level 17
15th Haze 122nd year of Ascendancy at 06:31 see stats
By Erehin the Ogre Writhing One level 38
11st Dusk 123rd year of Ascendancy at 09:47 see stats
Log
You are unable to move!
You are unable to move!
Salegavea the lesser vampire is pinned to the ground.
Emelulrana the weaver young is silenced!
Gatira the shiaak venomblade loses sight!
Emelulrana the weaver young is afflicted by a decrepitude disease!
Emelulrana the weaver young loses sight!
worm that walks (servant of Erehin) hits Eligatta the cave bear for 41 acid damage.
worm that walks (servant of Erehin) hits Emelulrana the weaver young for 12 physical, 5 blight, 39 acid, 9 physical, 5 blight (70 total damage).
worm that walks (servant of Erehin) hits Shiaak venomblade for 33 acid damage.
worm that walks (servant of Erehin) hits Salegavea the lesser vampire for 22 acid damage.
worm that walks (servant of Erehin) hits Gatira the shiaak venomblade for 44 acid damage.
Ruin hits worm that walks (servant of Erehin) for 2 healing, 2 healing (0 total damage) [3 healing].
Salegavea the lesser vampire casts Invoke Darkness.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 67.
Salegavea the lesser vampire hits worm that walks (servant of Erehin) for 264 darkness damage.
Shiaak venomblade misses worm that walks (servant of Erehin).
Shiaak venomblade misses worm that walks (servant of Erehin).
Deep Wound from Emelulrana the weaver young hits worm that walks (servant of Erehin) for 28 physical damage.
Gatira the shiaak venomblade uses Venomous Strike.
Gatira the shiaak venomblade misses worm that walks (servant of Erehin).
Decrepitude Disease from Worm that walks (servant of Erehin) hits Emelulrana the weaver young for 10 blight damage.
Acid Splash from Worm that walks (servant of Erehin) hits Shiaak venomblade for 4 acid damage.
Acid Splash from Worm that walks (servant of Erehin) hits Emelulrana the weaver young for 5 acid damage.
Carrion worm mass hits Iceblock for 7 physical damage.
Emelulrana the weaver young performs a melee critical strike against worm that walks (servant of Erehin)!
Character control switched to Erehin.
Emelulrana the weaver young misses Worm that walks (servant of Erehin).
Emelulrana the weaver young hits Worm that walks (servant of Erehin) for 148 physical damage.
Erehin the level 43 ogre writhing one was smashed to death by Emelulrana the weaver young on level 1 of Ardhungol.