











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: 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. 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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Gladiator |
Level / Exp | 50 / 360% |
Size | medium |
Lifes / Deaths | Killed by fffas's Inner Demon at level 50 on the 39th Stralite 123rd year of Ascendancy at 23:37 / 1 |
Primary Stats
Strength | 107 (base 60) |
Dexterity | 73 (base 60) |
Constitution | 86 (base 11) |
Magic | 21 (base 10) |
Willpower | 44 (base 10) |
Cunning | 36 (base 10) |
Resources
Life | -1531/1869 |
Stamina | 31/332 |
Steam | 100/100 |
Healing Factor | 1.5858352098045 |
Regeneration | 25.769822159323 |
Speed
Mental | +9.0583472028656% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 44.698633710524 |
See Invisible | 52.698633710524 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 186 |
Accuracy | 60 |
Crit Chance | 47% |
APR | 48 |
Speed | 0.92 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Cold | +48% |
Darkness | +25% |
Light | +11% |
Temporal | +11% |
Blight | +18% |
Physical | +17% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Physical | +29% |
All | 0% |
Defense: Base
Armour (hardiness) | 36 (63.292302510663%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 62 |
Mental Save | 66 |
Defense: Resistances
Blight | + 38%( 70%) |
Physical | + 67%( 70%) |
Cold | + 59%( 70%) |
All | + 33%( 70%) |
Darkness | + 66%( 70%) |
Temporal | + 59%( 70%) |
Lightning | + 53%( 70%) |
Fire | + 48%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Disarm Resistance | 78% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 693 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 163 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 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 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Expertise / Combat | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Expertise / Swords | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Expertise / Maces | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Expertise / Axes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Arms Handling | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Expertise / Exotic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Gladiator | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! | active |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * The unbound crystal beings have laid waste to Elvala. It will be easy to round up the survivors. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +5 (+2 eff.) defense ------ Resistance +7% blight +7% cold +10% darkness +7% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% other ------- Light +4 Infravision +3 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 19 turn cooldown Effective talent level: 2.5 Power cost 19 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 24 blight damage or heals 57 life. Creatures standing in the retch also have 20% 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. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Cun +5 Str offense ------ Critical power +20.00% Physical Power +30 (+7 eff.) Damage +15% fire Ignore resists +10% physical defense ------ Defense +2 (+1 eff.) Resistance +22% fire Physical save +15 (+4 eff.) Mind save +9 (+2 eff.) A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 13 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 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. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Physical save +11 (+3 eff.) Spell save +10 (+2 eff.) Mind save +13 (+3 eff.) Life +73.00 Life Regen +14.00 Healmod +14% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag offense ------ On-Hit 18 light On-Ranged-Hit 15 light Damage +11% temporal +11% light +9% cold Accuracy +5 (+1 eff.) defense ------ Defense +15 (+5 eff.) Resistance +11% temporal Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun offense ------ Physical Crit +9.0% Mind Crit +5% Ignore resists +5% physical Ignore Armor +2 defense ------ Armor +10 Resistance +2% physical Physical save +6 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +39 Critical Rate +30.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Wil +13 Con defense ------ Armor +12 Hardiness +10% Resistance +9% physical Disarm Resist +35% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 27.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 5% Stone Touch level 5 On Hit: 10% Disarm level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Psionic While equipped: Stats +6 Str +6 Dex +6 Mag +9 Wil +6 Cun +11 Con offense ------ Mind Crit +4% Mindpower +6 (+2 eff.) Spellpower/crit +6 Damage +18% blight +17% physical +25% darkness Ignore resists +20% darkness +14% physical defense ------ Resistance +15% all other ------- Max mana +100.00 Max hate +13.00 Max vim +20.00 Infravision +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +10 Wil +6 Cun offense ------ Mind Crit +7% Damage +24% cold defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +20% temporal +39% darkness +12% cold Spell save +11 (+3 eff.) Stun Resist +50% Out-of-Phase Defense +25 Out-of-Phase Resistance +14% Out-of-Phase Resilience +24% other ------- Max mana +80.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 61%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 785% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 332 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 656 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 67.27 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 29% all resistance, you move 58% faster, and you are invisible (power 19). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 41% all resistance, you move 61% faster, and you are invisible (power 30). 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 [Normal] 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 at most 248 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +6% acid +12% darkness +6% fire +6% lightning +21% cold Ignore resists +25% darkness When Hit 10 cold defense ------ Resistance +18% darkness Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Cun offense ------ Mindpower +20 (+7 eff.) Damage +6% mind Ignore resists +25% light On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Resistance +16% nature +14% blight Poison Resist +29% Disease Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Resistance +5% arcane other ------- Masteries +0.21 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% lightning +12% light defense ------ Defense +30 (+9 eff.) Resistance +28% lightning +2% physical Unlife -40.00 life Life Regen +4.00 Blind Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +13% physical defense ------ Resistance +13% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +5% defense ------ Armor +8 Resistance +9% blight Spell save +18 (+4 eff.) Unlife -60.00 life Life +44.00 Disarm Resist +64% Pinning Resist +37% Knockbk Resist +40% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +1 Cun +6 Con offense ------ Physical Power +6 (+1 eff.) On-Hit 13 physical On-Ranged-Hit 21 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 13 turn cooldown Effective talent level: 5.9 Power cost 13 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Spellpower/crit +6 Damage +15% fire +15% cold +15% temporal Ignore resists +15% blight When Hit 10 blight 6 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% cold Mind save +9 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+7 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+4 eff.) other ------- Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 7 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Mind Crit +7% Spellpower +9 (+4 eff.) Damage +20% darkness +21% arcane +15% mind defense ------ Crit Resistance 15.00% Physical save +11 (+3 eff.) Spell save +11 (+3 eff.) Mind save +11 (+3 eff.) other ------- Light +3 See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Ego+] 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: offense ------ Physical Crit +8.0% Spell Crit +7% Physical Power +13 (+3 eff.) Spellpower +20 (+10 eff.) Damage +25% lightning Accuracy +10 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 30.0 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: 20% Curse of Defenselessness level 2 Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Nature/Master Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +7 Str +12 Dex +9 Mag +7 Wil +9 Cun +9 Con offense ------ Ignore resists +9% all Accuracy +14 (+3 eff.) Ignore Armor +12 Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 52.5 - 78.8 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: * 25% chance for lightning to strike from the target to a second target dealing 36 damage On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +19 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Psionic Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 60.5 - 96.8 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Str +9 Dex +13 Mag +17 Wil +14 Cun +7 Con offense ------ Physical Crit +12.0% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 trident 2H weapon [Normal] Weapon Damage 16.5 - 26.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T2 trident 2H weapon [Ego] Master Weapon Damage 29.5 - 47.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T3 trident 2H weapon [Ego+] Master Weapon Damage 30.5 - 48.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +10% physical defense ------ Disarm Resist +21% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +22% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 lightning While equipped: Stats +6 Str offense ------ Damage +6% physical Ignore resists +10% lightning Accuracy +11 (+2 eff.) defense ------ Defense +10 (+3 eff.) Disease Resist +20% Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Rare] Nature Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 acid On-crit, radius 2 +16 lightning +48 fire While equipped: offense ------ Global Speed +9% Ignore resists +19% fire defense ------ Resistance +15% blight Unlife -40.00 life Life Regen +4.00 Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 42.5 - 59.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +15 fire On-crit, radius 2 +4 darkness On Hit: * flashes light on your target dealing 54 damage While equipped: Stats +8 Str +6 Wil +1 Cun offense ------ Mind Crit +3% Critical power +14.00% Damage +13% physical Ignore resists +12% all Accuracy +25 (+6 eff.) Ignore Armor +13 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage While equipped: defense ------ Resistance +3% lightning Disease Resist +10% Knockbk Resist +10% Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane Weapon Damage 15.5 - 21.7 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% On-hit +6 blight +9 temporal On Hit: * 7% chance to reduce strength, dexterity, and constitution by 14 * Create an explosion dealing 36 cold damage (1/turn) While equipped: Stats +1 Wil offense ------ Damage +8% cold Ignore resists +6% cold defense ------ Resistance +7% temporal other ------- Light +3 See Invisibility +12 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Damage +6% darkness Ignore resists +25% darkness Accuracy +11 (+2 eff.) When Hit 8 cold On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +3% nature +30% cold Blunt and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego+] Master Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * flashes light on your target dealing 54 damage While equipped: Stats +2 Str offense ------ Critical power +9.00% Damage +9% physical Accuracy +23 (+5 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +22% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 46.0 - 64.4 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 +18 cold While equipped: Stats +7 Str offense ------ Damage +10% physical Accuracy +12 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 blight +11 temporal On Hit: 20% Epidemic level 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 14 While equipped: defense ------ Resistance +11% temporal Disease Resist +24% One-handed war axes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Rare] Arcane Weapon Damage 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +15 blight On-crit, radius 2 +12 lightning On Hit: * 25% chance to reduce strength, dexterity, and constitution by 14 While equipped: Stats +6 Str +8 Mag +4 Wil defense ------ Resistance +9% lightning other ------- Infravision +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Nature Weapon Damage 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +12 nature On Hit: * Create an explosion dealing 36 fire damage (1/turn) While equipped: offense ------ Damage +20% fire Ignore resists +12% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +3 Str +7 Dex +8 Mag +9 Wil +8 Cun +5 Con offense ------ Physical Crit +11.0% Critical power +26.00% Ignore Armor +8 Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +12 darkness On-crit, radius 2 +12 darkness On Hit: * 10% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 25 While equipped: offense ------ Mind Crit +10% Mindpower +15 (+5 eff.) Resonance +25% Damage +32% mind Ignore resists +6% mind defense ------ Resistance +8% mind +5% arcane Healmod +27% Heal-on-summon +39 other ------- Psi when Hit +1.60 Psi-on-crit +5.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 45.0 - 67.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +64 On-hit +16 mind Uses 1.0 Steam While equipped: Stats +4 Dex offense ------ Damage +12% mind Ignore resists +25% lightning defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +18% lightning Crit Resistance 15.00% other ------- Infravision +3 See Invisibility +15 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +4 Dex +6 Cun offense ------ Ignore resists +6% physical Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 arrow ammo [Rare] Master Weapon Damage 63.5 - 88.9 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 21 On-ranged-hit +12 lightning +20 arcane +20 blight On-Hit, radius 1 +20 darkness +20 lightning On Hit: * 20% chance to reduce strength, dexterity, and constitution by 14 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Arcane/Master Weapon Damage 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +18.5% Capacity 20 On-ranged-hit +15 light Damage Against +25% Undead On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +9 Fatigue +8% Resistance +21% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Damage +13% darkness +20% fire Ignore resists +5% cold On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +9% cold +30% fire +19% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Dex +2 Con offense ------ Damage +19% physical defense ------ Resistance +19% physical +6% fire +11% all Crit Resistance 15.00% Confus Resist +20% other ------- Max stamina +10.00 Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +9 Str offense ------ Damage +22% lightning Ignore resists +15% physical Ignore Armor +5 defense ------ Resistance +33% lightning +3% physical +15% temporal +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +6 Wil defense ------ Resistance +13% blight +11% all Life +63.00 Life Regen +4.00 Healmod +18% other ------- Mana/turn +0.26 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+10 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+5 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +7 Mag +7 Wil +7 Cun +0 Con offense ------ Spell Crit +12% Spellpower +35 (+17 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Norgos's Pelt (3 def, 5 armour) Norgos's Pelt (3 def, 5 armour)9.0 Encumbrance T1 light armor [Unique] Master While equipped: Stats +5 Str +0 Dex +0 Mag +0 Wil +0 Cun +15 Con offense ------ On-Hit 10 % chance to stun defense ------ Armor +5 Defense +3 (+1 eff.) Ranged Defense +10 (+3 eff.) Fatigue +10% Resistance +15% cold other ------- Stamina/turn +1.00 Max stamina +45.00 A barbarian's garb, made from the hide of a giant bear. Despite the fur, it remains constantly cool to the touch. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Mind save +14 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats +6 Con +4 Wil offense ------ Physical Power +25 (+6 eff.) Accuracy +25 (+6 eff.) defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +8% Resistance +22% blight +2% physical +22% darkness +5% arcane other ------- Max stamina +30.00 Light +2 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Physical save +15 (+4 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Master/Psionic While equipped: Stats +0 Str +5 Dex +0 Mag +0 Wil +7 Cun +0 Con defense ------ Armor +15 Defense +22 (+7 eff.) Fatigue +8% Mind save +13 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: offense ------ Mindpower +13 (+5 eff.) defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +12% acid +13% physical +41% cold +13% lightning +10% fire A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +4 Str +4 Con defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% mind Mind save +15 (+4 eff.) Life +56.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Nature While equipped: offense ------ Ignore resists +15% mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 25 defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +18% blight +21% acid Unlife -80.00 life Life Regen +5.60 Disease Resist +20% other ------- Stamina/turn +2.10 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) When Hit 4 physical defense ------ Defense +10 (+3 eff.) Resistance +3% fire Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun +1 Wil offense ------ Spellpower +3 (+1 eff.) Damage +3% mind +3% fire defense ------ Mind save +14 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ When Hit 4 cold defense ------ Defense +15 (+5 eff.) Resistance +3% acid Life +33.00 Cut Resist +10% Teleport Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +3 Con offense ------ Mindpower +5 (+2 eff.) Against +17% Summoned defense ------ Resist Against +16% Summoned Mind save +8 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag offense ------ Physical Crit +5.0% Critical power +9.00% Physical Power +4 (+1 eff.) other ------- Mana/turn +0.16 Max mana +32.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Disrupt/Master While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +14.0% Mind Crit +14% Mindpower +20 (+7 eff.) defense ------ Armor +6 Defense +12 (+4 eff.) Resistance +12% acid +12% lightning +11% blight Physical save +22 (+5 eff.) Unlife -80.00 life Healmod +20% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag +4 Wil +3 Cun offense ------ Spell Crit +4% Damage +9% light defense ------ Defense +1 (+0 eff.) other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Damage +9% darkness +3% fire defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Life +32.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Cun offense ------ Ignore resists +5% mind defense ------ Defense +10 (+3 eff.) Resistance +9% blight +3% fire +3% cold Physical save +6 (+1 eff.) other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Defense +2 (+1 eff.) Resistance +10% acid +7% cold +9% light +9% nature +12% blight +7% fire +5% arcane +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Spellpower +4 (+2 eff.) Accuracy +10 (+2 eff.) defense ------ Armor +1 Resistance +3% lightning Mind save +3 (+1 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Wil offense ------ Physical Crit +4.0% defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +2% Crit Resistance 5.00% other ------- Stamina/turn +0.40 Max stamina +11.00 Infravision +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 T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal 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 [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +7 Wil +4 Cun defense ------ Armor +4 Fatigue +3% Physical save +10 (+2 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) Blink to a nearby random location (rad 7) Puts all charms on 16 turn cooldown 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 [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun defense ------ Armor +4 Fatigue +3% Physical save +10 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) other ------- Spell cooldown 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 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Con defense ------ Armor +4 Fatigue +3% Physical save +15 (+4 eff.) Mind save +15 (+4 eff.) 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] Psionic While equipped: offense ------ Mind Crit +1% When Hit 6 mind defense ------ Armor +7 Resistance +6% blight Unlife -20.00 life Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 7.0 - 7.7 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 Hit: 10% Nightmare 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 offense ------ Mindpower +2 (+1 eff.) Damage +5% nature 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 [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 11.0 - 12.1 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% On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +5 Wil +5 Cun offense ------ Spellpower +7 (+3 eff.) On-Hit 7 arcane 8 light Damage +21% acid +5% arcane +3% light Accuracy +7 (+1 eff.) Ignore Armor +8 defense ------ Armor +2 Resistance +3% blight +3% acid +5% arcane +8% light Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +9 Critical Rate +3.0% Attack Speed 100% On-hit +11 arcane On Hit: 15% Perfect Strike level 3 On Hit: 20% Searing Light level 3 On Hit: 10% Manathrust level 3 Steady Shot: Puts all charms on 13 turn cooldown Effective talent level: 4.5 Power cost 13 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). 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 +3 Dex +4 Mag +3 Wil offense ------ On-Hit 7 acid 7 fire 8 cold 7 lightning Accuracy +17 (+4 eff.) defense ------ Armor +3 Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-hit +13 ice +23 fire +29 acid +15 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +12 (+3 eff.) Accuracy +11 (+2 eff.) Ignore Armor +10 defense ------ Armor +3 Resistance +8% blight Spell save +14 (+3 eff.) Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +5.0% Attack Speed 100% On Hit: * 18% chance to slow global speed by 51% * 22% chance to reduce armor by 23% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str offense ------ Physical Power +17 (+4 eff.) defense ------ Armor +8 Mind save +10 (+3 eff.) Life +46.00 Unarmed combat: Weapon Damage 38.0 - 41.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +15 (+3 eff.) On-Hit 11 mind Damage +7% mind defense ------ Armor +3 Resistance +8% mind Unarmed combat: Weapon Damage 30.0 - 33.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +10 mind On Hit: 20% Psychic Lobotomy level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun +6 Con offense ------ Damage +9% nature When Hit 4 nature defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +22.00 Unarmed combat: Weapon Damage 17.0 - 23.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+3 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 5.5 Power cost 10 out of 24/24. Range 6 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +9 (+2 eff.) defense ------ Armor +7 Fatigue +5% Resistance +11% darkness Mind save +9 (+2 eff.) Life +42.00 other ------- Infravision +3 Unarmed combat: Weapon Damage 36.5 - 51.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +15 Critical Rate +17.0% Attack Speed 83% On-hit +15 darkness On Hit: 10% Battle Shout level 5 On Crit: 10% Dominate level 5 Track: Puts all charms on 10 turn cooldown Effective talent level: 3.9 Power cost 10 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 7 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 13 arcane 13 temporal On-Ranged-Hit 7 temporal Damage +9% arcane +6% temporal defense ------ Armor +3 Fatigue +5% Resistance +6% arcane +5% temporal Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +18 arcane On Hit: 10% Manathrust level 3 On Hit: * 11% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) Shield Power +5% Life Regen +3.20 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +6 Dex +6 Cun +8 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +7% defense ------ Defense +3 (+1 eff.) Mind save +20 (+5 eff.) Hateful Whisper: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 71 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +3 Cun defense ------ Armor +1 Fatigue +1% Resistance +5% fire +5% cold other ------- EQ when Hit +0.12 Hate-on-crit +3.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Lck +1 Str offense ------ Physical Crit +2.0% Spell Crit +3% Mind Crit +3% defense ------ Armor +1 Fatigue +1% Resistance +3% acid Physical save +9 (+2 eff.) Cut Resist +10% Silence Resist +20% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Damage +9% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% cold +12% lightning Life +20.00 other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +21% lightning Ignore resists +25% mind +25% lightning Ignore Armor +4 When Hit 8 physical defense ------ Armor +7 Fatigue +3% Resistance +21% lightning other ------- Max stamina +30.00 Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +5 Dex +5 Cun +2 Con defense ------ Armor +3 Defense +30 (+9 eff.) Fatigue +3% Crit Resistance 15.00% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Accuracy +5 (+1 eff.) When Hit 2 mind defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +9% temporal Healmod +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +20.00 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% darkness +5% physical Accuracy +5 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +2% physical +5% fire +9% nature +6% cold Physical save +3 (+1 eff.) other ------- Max stamina +10.00 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: Stats +3 Str +0 Cun offense ------ Physical Power +10 (+2 eff.) Damage +18% physical Ignore resists +15% temporal Accuracy +10 (+2 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% fire +29% cold Physical save +6 (+1 eff.) other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+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% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +1.0% Damage +9% acid defense ------ Physical save +5 (+1 eff.) Unlife -80.00 life Healmod +11% other ------- Light +3 See Invisibility +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 [Rare] Nature While equipped: offense ------ Damage +12% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 20% * 10% chance to reduce all saves and defense by 25 defense ------ Physical save +6 (+1 eff.) 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +18% lightning Stun Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +15 (+4 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +4 Con offense ------ Damage +3% cold Ignore resists +10% cold defense ------ Defense +20 (+6 eff.) Physical save +3 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 63 physical damage Puts all charms on 10 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun +7 Str defense ------ Resistance +6% darkness other ------- See Invisibility +9 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 16 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 10 turn cooldown 100% to gain a 23% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +12% darkness +12% temporal Mind save +6 (+2 eff.) Disarm Resist +20% Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max hate +4.00 Wards +4 blight +4 acid +4 darkness +4 lightning Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (114 total damage) Puts all charms on 10 turn cooldown 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 [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 42 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 22 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
By fffas the Dwarf Gladiator level 21
1st Gold 123rd year of Ascendancy at 22:13 see stats
By fffas the Dwarf Gladiator level 45
28th Stralite 123rd year of Ascendancy at 07:08 see stats
By fffas the Dwarf Gladiator level 26
6th Gold 123rd year of Ascendancy at 03:29 see stats
By fffas the Dwarf Gladiator level 39
12nd Stralite 123rd year of Ascendancy at 01:26 see stats
By fffas the Dwarf Gladiator level 10
42nd Steel 123rd year of Ascendancy at 06:22 see stats
By fffas the Dwarf Gladiator level 20
45th Steel 123rd year of Ascendancy at 03:27 see stats
By fffas the Dwarf Gladiator level 30
15th Gold 123rd year of Ascendancy at 02:14 see stats
By fffas the Dwarf Gladiator level 40
12nd Stralite 123rd year of Ascendancy at 01:55 see stats
By fffas the Dwarf Gladiator level 50
39th Stralite 123rd year of Ascendancy at 02:16 see stats
By fffas the Dwarf Gladiator level 43
27th Stralite 123rd year of Ascendancy at 16:45 see stats
By fffas the Dwarf Gladiator level 30
15th Gold 123rd year of Ascendancy at 04:13 see stats
By fffas the Dwarf Gladiator level 36
29th Gold 123rd year of Ascendancy at 01:46 see stats
By fffas the Dwarf Gladiator level 46
28th Stralite 123rd year of Ascendancy at 22:47 see stats
By fffas the Dwarf Gladiator level 36
17th Gold 123rd year of Ascendancy at 16:52 see stats
By fffas the Dwarf Gladiator level 26
6th Gold 123rd year of Ascendancy at 01:15 see stats
Log
Fffas is maimed.
Dexterous Strikes hits fffas for 91 physical, 2 light (92 total damage).
Fffas's Inner Demon hits fffas for 72 physical, 321 physical, 32 physical, 2 light, 2 light (429 total damage).
Battle Frenzy hits Fffas's Inner Demon for 8 healing, 8 healing, 8 healing (0 total damage) [24 healing].
Fffas's Inner Demon uses Bleeding Edge.
Fffas's Inner Demon performs a melee critical strike against fffas!
Fffas's Inner Demon misses fffas.
Fffas's Inner Demon receives 12 healing from Battle Frenzy.
Fffas's Inner Demon hits fffas for 320 physical, 0 physical, 0 light (320 total damage).
Snow giant casts Mind Disruption.
Fffas resists the effect 'Confused'!
Fffas is not stunned anymore.
Fffas has recovered!
Talent Stunning Blow is ready to use.
Talent Dervish is ready to use.
Talent Death Dance is ready to use.
Talent Deep Wound is ready to use.
Talent Smash is ready to use.
Talent Execution is ready to use.
Talent Tactical Strike is ready to use.
fffas hits fffas for 52 physical damage.
Deep Wound from Fffas's Inner Demon hits fffas for 30 physical damage.
Fffas's Inner Demon uses Blinding Speed.
Fffas's Inner Demon speeds up.
Fffas's Inner Demon uses Execution.
Fffas's Inner Demon performs a melee critical strike against fffas!
Fffas's Inner Demon receives 10 healing from Battle Frenzy.
Fffas's Inner Demon hits fffas for 160 physical, 700 physical (859 total damage).
fffas the level 50 dwarf gladiator was splattered to death by a fffas's Inner Demon on level 3 of Derth.
Fffas's Inner Demon prepares for the next kill!