











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! 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.
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. Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. 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: Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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 | Female |
Race | Dwarf |
Class | Shadowblade |
Level / Exp | 50 / 1420% |
Size | medium |
Lifes / Deaths | Killed by Salylle the bandit lord at level 11 on the 42nd Steel 123rd year of Ascendancy at 17:33 / 2Killed by Velivena the last hope guard at level 50 on the 14th Voratun 123rd year of Ascendancy at 01:31 |
Primary Stats
Strength | 67 (base 42) |
Dexterity | 66 (base 60) |
Constitution | 33 (base 10) |
Magic | 78 (base 60) |
Willpower | 21 (base 10) |
Cunning | 75 (base 60) |
Resources
Life | -459/1554 |
Mana | 169/449 |
Stamina | 262/348 |
Healing Factor | 1.3589294477288 |
Regeneration | 50.655979513572 |
Speed
Mental | +9.999999999999% |
Attack | 0% |
Movement | +36% |
Spell | -1.0103029524089E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16.313608305156 |
Infravision | 6 |
See Stealth | 87.942981326434 |
See Invisible | 103.94298132643 |
Offense: Mainhand
Damage | 106 |
Accuracy | 97 |
Crit Chance | 61% |
APR | 56 |
Speed | 0.91 |
Offense: Offhand
Damage | 83 |
Accuracy | 97 |
Crit Chance | 64% |
APR | 25 |
Speed | 0.91 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +63% |
Physical | +108% |
Arcane | +24% |
All | 0% |
Nature | +20% |
Offense: Damage Penetration
Lightning | +12% |
All | 0% |
Physical | +27% |
Cold | +19% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 23 (48.304188961773%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 44 |
Mental Save | 50 |
Defense: Resistances
Acid | + 47%( 70%) |
Temporal | + 51%( 70%) |
Physical | + 64%( 70%) |
Arcane | + 49%( 70%) |
Mind | + 60%( 70%) |
All | + 46%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Silence Resistance | 38% |
Bleed Resistance | 20% |
Confusion Resistance | 72% |
Pinning Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 594 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 62 up to 6 times. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 35.8, stamina regeneration by 9.9 and all damage resistance by 25%. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 33%. Shadowstrike |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * Your Rhaloren allies have plunged Elvala into chaos. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old 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 |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Cun +1 Con offense ------ Damage +12% physical Accuracy +10 (+2 eff.) Ignore Armor +3 defense ------ Armor +5 Defense +15 (+3 eff.) Fatigue +4% Unlife -20.00 life Silence Resist +38% Confus Resist +50% Stun Resist +41% other ------- Stamina/turn +1.20 Max stamina +28.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 5.9 Power cost 9 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 7 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 210% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Dex offense ------ Critical power +10.00% Accuracy +30 (+6 eff.) defense ------ Defense +30 (+6 eff.) Resistance +3% physical Blind Resist +38% Confus Resist +22% other ------- Max stamina +20.00 Light +9 See Stealth +16 See Invisibility +17 Track: Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+1 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 20 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% On-hit +20 arcane On Hit: 10% Displacement Shield level 3 On Hit: 15% Wave of Power level 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +3.0% Physical Power +10 (+2 eff.) Damage +15% physical Ignore resists +15% physical Accuracy +30 (+6 eff.) defense ------ Defense +30 (+6 eff.) Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +7 Mag offense ------ Spellpower +13 (+3 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +6.0% Physical Power +28 (+7 eff.) Spellpower +11 (+3 eff.) Mindpower +13 (+5 eff.) Damage +24% arcane +12% physical Accuracy +35 (+6 eff.) On-Hit (Melee): * 26% chance to reduce damage dealt by 20% defense ------ Armor +6 Defense +15 (+3 eff.) Resistance +15% mind other ------- Stamina/turn +3.91 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+6 eff.) Mind save +18 (+6 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 6.1 Power cost 6 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 668.93 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 98 temporal damage and slows enemies in radius 6 of the target by 108% based on Magic While equipped: offense ------ Damage +30% temporal +30% physical defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 5.5 Power cost 6 out of 10/10. Range 9 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +5% arcane Crit Resistance 10.00% Spell save +12 (+4 eff.) Life +80.00 Life Regen +1.20 Healmod +18% Cut Resist +20% Teleport Resist +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +11.0% Attack Speed 100% On-crit, radius 2 +17 lightning +23 cold While equipped: Stats +2 Str +2 Dex +2 Con offense ------ Physical Crit +4.0% Physical Power +10 (+2 eff.) Move Speed +36% Combat Speed +10% Ignore resists +12% lightning +12% physical +19% cold Accuracy +20 (+4 eff.) Ignore Armor +9 defense ------ Resistance +3% acid +1% physical Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +7 Mag offense ------ Damage +33% temporal Accuracy +26 (+5 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -8% Resistance +9% temporal Life +82.00 Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% other ------- Max stamina +25.00 Light +3 Infravision +3 See Invisibility +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +3 Str +11 Con offense ------ Mind Crit +7% Damage +29% physical defense ------ Armor +6 Resistance +29% physical +12% mind +15% all other ------- Stamina/turn +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -595 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 1190 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 178 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 397 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. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 498 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 156 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +9% acid +3% arcane When Hit 2 mind On-Hit (Melee): * 10% chance to reduce armor by 40% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +20% other ------- Masteries +0.11 Spell/Conveyance Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Dex offense ------ Damage +12% nature Ignore Armor +2 defense ------ Resistance +6% mind +8% physical Unlife -60.00 life other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: defense ------ Armor +5 Defense +8 (+1 eff.) Max Resistance +4% all Physical save +15 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 13 light 12 darkness Damage +13% light +13% darkness When Hit: * 13% chance to reduce damage dealt by 20% * 12% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 13 light 13 darkness Damage +13% light +13% darkness When Hit: * 13% chance to reduce damage dealt by 20% * 13% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +6 Defense +10 (+2 eff.) Max Resistance +6% all Physical save +27 (+9 eff.) Blind Resist +34% other ------- Infravision +9 Sight +2 See Invisibility +15 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +4 defense ------ Fatigue -6% Life Regen +3.00 other ------- Mana/turn +0.27 Max mana +32.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +5% darkness +6% temporal +6% light +6% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +11% blight +3% temporal +9% darkness Ignore resists +10% darkness On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% blight defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +24% darkness Ignore resists +15% darkness Accuracy +12 (+3 eff.) When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +9% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Dex +2 Mag +3 Wil +2 Con offense ------ Damage +12% light defense ------ Armor +10 other ------- See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% nature +6% cold On-Hit (Melee): * 20% chance to slow global speed by 51% * 20% chance to reduce armor by 40% defense ------ Resistance +48% nature +6% cold Spell save +18 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Critical power +20.00% Damage +9% mind +12% fire Ignore resists +25% fire defense ------ Mind save +12 (+4 eff.) Life Regen +6.00 Stun Resist +33% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Critical power +5.00% Mindpower +30 (+11 eff.) Ignore Shields +30% defense ------ Resistance +15% lightning Spell save +3 (+1 eff.) Mind save +8 (+2 eff.) Confus Resist +38% other ------- Mana/turn +0.08 Vim-on-crit +2.00 Max hate +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +8 (+2 eff.) defense ------ Mind save +5 (+1 eff.) Confus Resist +36% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +6 (+1 eff.) Damage +16% physical defense ------ Resistance +16% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +11 Cun +4 Dex offense ------ On-Hit 15 physical On-Ranged-Hit 17 physical Accuracy +8 (+2 eff.) On-Hit (Melee): * 14% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 25 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+2 eff.) Ignore Armor +13 defense ------ Defense +11 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 4.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 194% 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++] Nature/Master While equipped: offense ------ Physical Power +20 (+5 eff.) Spellpower +10 (+2 eff.) Mindpower +14 (+5 eff.) Damage +6% all defense ------ Life +69.00 Life Regen +13.00 Healmod +20% Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] 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: Stats +16 Cun +7 Wil offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Mindpower +39 (+14 eff.) Spellpower/crit +10 Damage +25% acid +15% cold +12% arcane +21% mind Ignore resists +20% arcane +30% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Master 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: Stats +10 Wil +4 Con offense ------ Spell Crit +17% Mind Crit +3% Critical power +16.00% Spellpower +12 (+3 eff.) Mindpower +25 (+9 eff.) Spellpower/crit +13 Damage +25% blight +15% fire +20% light Ignore resists +52% fire Ignore Shields +39% defense ------ Resistance +9% light Spell save +12 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 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 +18% Spellpower +27 (+7 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 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 +5% Critical power +38.00% Spellpower +41 (+10 eff.) On-Hit 34 fire Damage +30% fire other ------- Mana/turn +0.56 See Invisibility +16 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane/Nature 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: Stats +6 Mag +3 Wil +7 Con offense ------ Spell Crit +5% Spellpower +36 (+9 eff.) Damage +30% darkness defense ------ Life Regen +1.70 Healmod +21% other ------- Max mana +110.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 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: Stats +20 Mag +14 Wil +14 Cun offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Spellpower/crit +22 Damage +30% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego] Arcane Weapon Damage 44.5 - 66.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +20 blight On-Hit, radius 1 +20 fire On Hit: * 27% chance to reduce strength, dexterity, and constitution by 30 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 75.5 - 113.2 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 +37 cold Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 54.5 - 81.8 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% Damage Against +42% Unnatural On-crit, radius 2 +126 fire On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex offense ------ Physical Crit +21.0% Global Speed +15% Ignore resists +35% fire defense ------ Resistance +3% acid +6% fire +6% light +7% physical Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego] Nature/Disrupt Weapon Damage 50.0 - 75.0 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 +19 nature On Hit: * 21% chance to slow global speed by 51% Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Psionic Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +12 mind On Hit: * 20% chance to reduce all saves and defense by 25 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Cun +3 Wil Massive two-handed swords. |
![]() 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% Damage +7% lightning 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 T4 greatsword 2H weapon [Rare] Nature Weapon Damage 50.0 - 80.0 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 +23 nature While equipped: offense ------ Critical power +25.85% Physical Power +39 (+9 eff.) Damage +21% blight Ignore resists +20% blight Ignore Armor +8 defense ------ Defense +30 (+6 eff.) Resistance +12% blight other ------- Max stamina +38.77 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego] Disrupt Weapon Damage 46.0 - 73.6 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: * 24% chance to slow global speed by 51% While equipped: defense ------ Resistance +21% acid +21% lightning +21% cold +21% fire +10% all Spell save +19 (+6 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 49.0 - 78.4 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 +13 blight On Hit: * 35% chance to reduce strength, dexterity, and constitution by 30 While equipped: offense ------ Ignore resists +19% physical Accuracy +30 (+6 eff.) Ignore Armor +19 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Master Weapon Damage 61.0 - 97.6 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 +10 Dex offense ------ Combat Speed +10% Accuracy +34 (+6 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Master Weapon Damage 82.5 - 132.0 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% While equipped: offense ------ Ignore resists +21% physical Accuracy +30 (+6 eff.) Ignore Armor +20 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 40% Dex, 90% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Rare] Master Weapon Damage 32.5 - 45.5 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 +16 nature On-Hit, radius 1 +26 temporal On Hit: * 26% chance to reduce strength, dexterity, and constitution by 30 While equipped: offense ------ Physical Crit +13.0% Critical power +26.00% Ignore Armor +13 When Hit 13 blight defense ------ Resistance +15% acid +15% temporal Crit Resistance 19.79% Spell save +24 (+8 eff.) Confus Resist +26% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+8 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Ego+] Disrupt/Psionic Weapon Damage 35.5 - 49.7 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 +13 darkness Damage Against +17% Living +21% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Master Weapon Damage 59.5 - 83.3 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% While equipped: Stats +9 Str +6 Con defense ------ Defense +20 (+4 eff.) Resistance +24% lightning +24% fire +6% arcane +12% cold Cut Resist +26% Stun Resist +26% Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Nature Weapon Damage 45.0 - 63.0 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 +20 nature While equipped: Stats +8 Cun +9 Dex offense ------ Critical power +25.00% Spellpower +39 (+10 eff.) Ignore Shields +39% When Hit 12 physical other ------- Max stamina +38.77 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 58.0 - 81.2 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: * Create an explosion dealing 107 cold damage (1/turn) While equipped: offense ------ Damage +30% cold Ignore resists +30% cold Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +37 lightning +29 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Move Speed +44% Ignore resists +21% lightning +21% cold One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% Ignore Shields +40% On-hit +24 blight +20 arcane On-Hit, radius 1 +26 fire On-crit, radius 2 +26 fire While equipped: offense ------ Spellpower +20 (+5 eff.) Ignore resists +20% acid +33% blight defense ------ Spell save +15 (+5 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Physical Crit +13.0% Critical power +23.00% Ignore resists +12% physical Accuracy +21 (+4 eff.) Ignore Armor +25 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Psionic Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% 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) While equipped: offense ------ Damage +27% nature When Hit 10 nature On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +39 (+8 eff.) Resistance +12% light Mind save +21 (+7 eff.) Knockbk Resist +26% Teleport Resist +26% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego] Arcane Weapon Damage 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +26 acid +43 nature On Hit: * 20% chance to slow global speed by 51% While equipped: Stats +1 Str +16 Wil +7 Cun +14 Con offense ------ Ignore resists +25% acid +35% nature Accuracy +12 (+3 eff.) Ignore Armor +13 On-Hit (Melee): * 26% chance to slow global speed by 51% defense ------ Defense +15 (+3 eff.) Resistance +6% arcane Life +103.00 Disarm Resist +50% Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature/Psionic Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +26 lightning While equipped: offense ------ Spell Crit +10% Mind Crit +4% Critical power +25.00% Mindpower +8 (+3 eff.) On-Hit 13 mind 13 darkness Damage +18% lightning +9% mind +9% darkness +21% arcane defense ------ Resistance +9% blight Spell save +18 (+6 eff.) other ------- Mana-on-crit +2.62 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 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Global Speed +6% On-Hit 17 fire Damage +21% lightning +30% fire +21% cold Ignore resists +17% fire defense ------ Resistance +12% fire other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Weapon Damage 17.5 - 19.2 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, radius 1 +26 lightning While equipped: Stats +8 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) On-Hit (Melee): * 26% chance to reduce armor by 40% defense ------ Crit Resistance 19.38% Spell save +10 (+3 eff.) Healmod +26% Confus Resist +26% Teleport Resist +26% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Weapon Damage 16.0 - 17.6 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% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +16% lightning +14% cold +16% physical defense ------ Defense +36 (+7 eff.) Pinning Resist +33% other ------- Hate/kill +4.00 Psi/kill +5.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 91.00 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 11 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Weapon Damage 17.5 - 19.2 Nature 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% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +12% mind +30% darkness defense ------ Defense +25 (+5 eff.) Resistance +36% lightning +12% temporal Spell save +12 (+4 eff.) Life +180.38 Life Regen +1.60 Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Disrupt Weapon Damage 16.0 - 17.6 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% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) defense ------ Resistance +10% all Life +37.00 Life Regen +1.90 other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +20 arcane While equipped: Stats +11 Dex +9 Cun offense ------ Mind Crit +4% Critical power +25.85% Mindpower +39 (+14 eff.) Damage +21% arcane Ignore resists +25% blight +15% physical other ------- Hate-on-crit +5.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: Stats +11 Con other ------- Masteries +0.30 Wild-gift/Fungus Regenerate 366 life over 5 turns Puts all charms on 11 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego++] Master/Psionic Weapon Damage 64.0 - 89.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 19 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Arcane/Master Weapon Damage 76.0 - 106.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 20 On Hit: 20% Curse of Defenselessness level 5 On Critical: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Master Weapon Damage 76.0 - 106.4 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +45.0% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Rare] Arcane Weapon Damage 52.0 - 62.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-ranged-hit +26 temporal +26 darkness +19 light +26 nature Damage Against +22% Undead On-Hit, radius 1 +26 nature +26 temporal On-crit, radius 2 +26 darkness On Hit: * 26% chance to reduce damage dealt by 20% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ Damage +39% blight Ignore resists +33% blight When Hit 13 arcane defense ------ Armor +8 Fatigue +8% Resistance +18% physical Windwall +90 Spell save +21 (+7 eff.) Slow Projectiles +31% other ------- Vim-on-crit +2.62 Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +5% acid +9% physical +8% fire +11% cold defense ------ Resistance +12% acid +13% physical +14% fire +12% cold +11% all other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 9 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +1% Mindpower +7 (+3 eff.) Damage +9% acid +28% physical +13% darkness +9% cold +12% fire Ignore resists +12% darkness +12% physical defense ------ Resistance +14% acid +13% physical +14% fire +15% cold +13% all other ------- Max hate +9.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Normal] While equipped: defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +15 (+4 eff.) Spellpower/crit +6 defense ------ Resistance +13% all Silence Resist +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +8 Cun offense ------ Critical power +18.00% Damage +26% darkness +30% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% lightning +60% nature +45% darkness +15% all other ------- Hate-on-crit +4.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +10 Wil offense ------ Mind Crit +3% Mindpower +20 (+7 eff.) Damage +26% nature Ignore resists +30% mind defense ------ Resistance +39% nature +15% all other ------- EQ when Hit +0.28 Psi when Hit +0.24 Max psi +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +7 Cun +8 Wil offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) Ignore resists +25% arcane defense ------ Resistance +15% all Physical save +23 (+8 eff.) Spell save +30 (+10 eff.) Mind save +23 (+7 eff.) Cut Resist +26% Confus Resist +26% other ------- EQ when Hit +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spellpower +14 (+3 eff.) Spellpower/crit +6 defense ------ Resistance +15% all Silence Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Str +5 Mag +5 Wil offense ------ Damage +6% lightning +16% physical +11% cold defense ------ Resistance +14% blight +11% cold +9% lightning +15% all Life +43.00 Life Regen +4.40 Healmod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 +15 Con offense ------ On-Hit 10 % chance to stun defense ------ Armor +5 Defense +3 (+0 eff.) Ranged Defense +10 (+2 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 [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+1 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 3.5 Power cost 11 out of 30/30. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 197.30 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats +8 Str defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +16% darkness +11% physical Life +54.00 Life Regen +10.20 Healmod +15% other ------- Light +2 Track: Puts all charms on 17 turn cooldown Effective talent level: 3.5 Power cost 17 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Nature While equipped: Stats +8 Wil offense ------ Spell Crit +4% Damage +33% fire Ignore resists +30% blight +30% mind On-Hit (Melee): * 26% chance to reduce all saves and defense by 25 defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +12% light +9% blight Life Regen +8.00 other ------- Stamina/turn +2.00 Vim-on-crit +2.58 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Nature While equipped: Stats +4 Con offense ------ Physical Power +25 (+6 eff.) On-Hit 10 fire On-Ranged-Hit 10 fire Ignore Armor +6 When Hit 12 blight 13 physical defense ------ Armor +22 Defense +59 (+12 eff.) Fatigue +8% Resistance +12% temporal +30% fire +39% cold +30% physical other ------- Light +4 See Invisibility +15 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +25% cold Life Regen +7.20 other ------- Stamina/turn +2.50 A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +22 Defense +3 (+0 eff.) Fatigue +12% Life +44.00 A suit of armour made of mail. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Rare] Master While equipped: offense ------ Physical Crit +7.0% Damage +21% mind When Hit 8 light On-Hit (Melee): * 26% chance to reduce all saves and defense by 25 defense ------ Armor +19 Fatigue +22% Resistance +21% darkness +7% physical Physical save +22 (+7 eff.) other ------- Stamina/turn +3.88 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training [Rare] Arcane While equipped: Stats +4 Mag offense ------ Ignore resists +15% acid When Hit 13 temporal defense ------ Armor +13 Fatigue +22% Resistance +15% lightning +19% temporal +12% darkness +9% nature +9% arcane Spell save +16 (+5 eff.) Healmod +20% Blind Resist +26% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Nature/Master While equipped: defense ------ Armor +33 Fatigue +22% Resistance +9% acid +14% physical +15% cold +15% lightning +12% fire Disarm Resist +24% Stun Resist +39% Knockbk Resist +40% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Normal] While equipped: defense ------ Armor +16 Fatigue +22% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +9 Str +8 Wil +7 Cun +5 Con offense ------ Damage +12% blight +15% temporal Ignore resists +20% blight +32% light Against +45% Summoned When Hit 8 physical On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% light Resist Against +45% Summoned other ------- Max stamina +38.77 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Arcane While equipped: Stats +11 Mag +10 Wil offense ------ Spell Crit +6% defense ------ Resistance +14% light +15% darkness A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +6% mind +3% cold Life +117.00 Healmod +5% Poison Resist +10% Stun Resist +20% 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 While equipped: defense ------ Defense +2 (+0 eff.) Resistance +18% darkness +13% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Dex +2 Mag +4 Con offense ------ Damage +3% light defense ------ Armor +4 other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% nature defense ------ Armor +1 Resistance +12% cold +3% nature +3% light Crit Resistance 5.00% Spell save +3 (+1 eff.) Life Regen +2.00 Healmod +11% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spell Crit +2% Damage +3% blight Ignore resists +5% arcane +10% blight Ignore Shields +20% defense ------ Armor +3 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.04 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +21% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Armor +3 Resistance +12% mind Rush: Puts all charms on 14 turn cooldown Effective talent level: 3.5 Power cost 14 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +25% Confus Resist +26% Stun Resist +31% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +7 Mag offense ------ Spellpower/crit +13 Damage +9% arcane +9% temporal Ignore resists +20% blight +25% temporal When Hit 12 blight defense ------ Armor +5 Resistance +13% fire +20% mind +14% cold Spell save +24 (+8 eff.) other ------- Max mana +60.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: offense ------ Ignore resists +13% darkness +14% temporal defense ------ Armor +5 Resistance +9% fire +11% temporal +15% darkness +8% cold Out-of-Phase Defense +20 Out-of-Phase Resistance +17% Out-of-Phase Resilience +13% A pair of boots made of leather. |
Golden Touch (0 def, 0 armour) Golden Touch (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Arcane While equipped: Stats +20 Lck offense ------ On-Hit 10 light Damage +10% light Ignore resists +10% light Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: 7% Golden Aura level 3 There are those to whom the right touch comes naturally and unthinkingly. With a wave of their hand, or the tiniest nudge of a finger, all falls neatly into order, as though it were always meant to be so. The rest of us may don these golden fae-woven silk gloves. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 fire Damage +3% blight +3% cold +9% arcane +4% fire Ignore resists +15% arcane defense ------ Armor +1 Resistance +5% fire Unarmed combat: Weapon Damage 8.0 - 8.8 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-crit, radius 2 +5 fire On Hit: 10% Fire Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +9 (+2 eff.) On-Hit 5 fire Damage +3% fire defense ------ Armor +2 Resistance +6% fire Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +5 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +11 Con defense ------ Armor +16 Hardiness +11% Resistance +9% physical Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 5% Stone Touch level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +7 Str +9 Wil +11 Con offense ------ Ignore resists +32% lightning When Hit 13 acid On-Hit (Melee): * 26 arcane resource burn * 26% chance to reduce armor by 40% defense ------ Armor +3 Physical save +28 (+9 eff.) Spell save +28 (+9 eff.) Mind save +10 (+3 eff.) Disarm Resist +50% other ------- Infravision +4 See Invisibility +15 Unarmed combat: Weapon Damage 28.5 - 31.4 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-hit +29 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 3.5 Power cost 17 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +5 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 22.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +7 Cun +2 Wil offense ------ Mindpower +15 (+6 eff.) defense ------ Defense +1 (+0 eff.) Resistance +7% fire +5% cold other ------- Max psi +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +1 Con offense ------ Ignore resists +15% cold Ignore Armor +1 When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Defense +1 (+0 eff.) Mind save +5 (+1 eff.) other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Spellpower +10 (+2 eff.) Ignore resists +5% arcane defense ------ Armor +1 Fatigue +1% Resistance +9% blight +6% cold +3% light Life Regen +4.00 other ------- Max mana +20.00 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +12 (+5 eff.) defense ------ Defense +8 (+1 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 55 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +7 Str +7 Wil offense ------ Physical Power +12 (+3 eff.) defense ------ Armor +5 Fatigue +5% Resistance +14% physical Physical save +15 (+5 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil +1 Cun +5 Con offense ------ Physical Power +4 (+1 eff.) On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +3 Fatigue +5% Resistance +6% nature 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 +4 Mag +3 Wil +0 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Wil +9 Cun defense ------ Armor +4 Fatigue +4% other ------- Infravision +3 Skullcracker: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 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 625.3 Physical damage. If the attack hits, the target is confused (42% effect) for 6 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: offense ------ Ignore resists +15% darkness +25% lightning When Hit 8 darkness 6 cold defense ------ Armor +4 Fatigue +4% Resistance +8% fire +17% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+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 T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 Encumbrance T4 white gem [Unique] Arcane While equipped: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% See Invisibility +20 While carried: Light +2 Item imbue powers: Resistance +50% light +50% fire Affinity +20% light +20% fire Blind Resist +100% Light +4 See Invisibility +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 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] Master While equipped: offense ------ Critical power +20.00% defense ------ Resistance +3% light +6% fire other ------- Light +5 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% fire defense ------ Resistance +5% arcane Spell save +12 (+4 eff.) Life +41.00 Life Regen +4.00 Teleport Resist +10% 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 [Ego] Nature While equipped: defense ------ Life +44.00 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 11 fire defense ------ Resistance +5% fire Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +7 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Resistance +12% cold Crit Resistance 10.00% Spell save +6 (+2 eff.) Life +100.00 Life Regen +4.00 Blind Resist +28% Confus Resist +21% Teleport Resist +20% other ------- Light +8 See Stealth +9 See Invisibility +14 Track: Puts all charms on 22 turn cooldown Effective talent level: 5.5 Power cost 22 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 30 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +7% temporal +8% light +7% cold Affinity +5% darkness Out-of-Phase Defense +11 Out-of-Phase Resistance +13% Out-of-Phase Resilience +10% other ------- Light +4 Infravision +3 Moonlight Ray: Puts all charms on 5 turn cooldown Effective talent level: 5.5 Power cost 5 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 204.15 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Unique] Nature/Disrupt While equipped: Stats +6 Wil +6 Cun +6 Con defense ------ Resistance +20% blight Max Resistance +10% blight Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+5 eff.) other ------- Light +6 Masteries +0.20 Wild-gift/Call of the wild +0.50 Wild-gift/Antimagic Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +5% darkness On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +6% light +6% blight +3% fire +11% nature +3% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +6 Dex offense ------ Physical Power +10 (+2 eff.) Spellpower +15 (+4 eff.) Move Speed +10% Damage +9% blight +14% fire +15% mind Ignore resists +25% physical When Hit 6 arcane defense ------ Mind save +20 (+6 eff.) other ------- Max hate +4.00 Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Ego] Master While equipped: Stats +8 Str defense ------ Fatigue -9% 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 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag offense ------ Spellpower/crit +2 defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max vim +20.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 218 physical damage Puts all charms on 9 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 978 physical damage Puts all charms on 9 turn cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +8% Mind Crit +4% Spellpower/crit +13 Damage +12% light Ignore resists +33% blight +20% arcane When Hit 10 mind 12 arcane Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1050 Base Damage: 445 Armor: 40 All Resist: 27 Puts all charms on 14 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 728 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 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 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By aasfsaf the Dwarf Shadowblade level 43
24th Stralite 123rd year of Ascendancy at 13:15 see stats
By aasfsaf the Dwarf Shadowblade level 10
41st Steel 123rd year of Ascendancy at 08:11 see stats
By aasfsaf the Dwarf Shadowblade level 20
4th Gold 123rd year of Ascendancy at 18:50 see stats
By aasfsaf the Dwarf Shadowblade level 30
26th Gold 123rd year of Ascendancy at 18:32 see stats
By aasfsaf the Dwarf Shadowblade level 40
20th Stralite 123rd year of Ascendancy at 06:45 see stats
By aasfsaf the Dwarf Shadowblade level 50
34th Stralite 123rd year of Ascendancy at 18:34 see stats
By aasfsaf the Dwarf Shadowblade level 50
13rd Voratun 123rd year of Ascendancy at 20:47 see stats
By aasfsaf the Dwarf Shadowblade level 37
19th Stralite 123rd year of Ascendancy at 02:37 see stats
By aasfsaf the Dwarf Shadowblade level 22
11st Gold 123rd year of Ascendancy at 08:04 see stats
By aasfsaf the Dwarf Shadowblade level 37
13rd Stralite 123rd year of Ascendancy at 18:33 see stats
By aasfsaf the Dwarf Shadowblade level 37
12nd Stralite 123rd year of Ascendancy at 13:02 see stats
By aasfsaf the Dwarf Shadowblade level 30
27th Gold 123rd year of Ascendancy at 03:26 see stats
By aasfsaf the Dwarf Shadowblade level 11
42nd Steel 123rd year of Ascendancy at 17:34 see stats
By aasfsaf the Dwarf Shadowblade level 50
36th Stralite 123rd year of Ascendancy at 06:28 see stats
Log
Aasfsaf activates Blade Flurry.
Aasfsaf casts Rune: Shatter Afflictions.
A shield forms around aasfsaf.
Aasfsaf deactivates Blade Flurry.
Ran for 2 turns (stop reason: taken damage).
Aasfsaf activates Blade Flurry.
Rotting Disease from Velivena the last hope guard hits aasfsaf for (83 absorbed), 0 blight (0 total damage).
Aasfsaf deactivates Blade Flurry.
Aasfsaf activates Blade Flurry.
Aasfsaf deactivates Blade Flurry.
Ran for 3 turns (stop reason: taken damage).
Your shield crumbles under the damage!
The shield around aasfsaf crumbles.
Rotting Disease from Velivena the last hope guard hits aasfsaf for (36 absorbed), 46 blight (46 total damage).
Aasfsaf activates Blade Flurry.
Resting starts...
Aasfsaf deactivates Blade Flurry.
Rested for 2 turns (stop reason: taken damage).
Rotting Disease from Velivena the last hope guard hits aasfsaf for 97 blight damage.
Velivena the last hope guard casts Blood Boil.
Velivena the last hope guard's spell attains critical power!
Aasfsaf is free from the rotting disease.
aasfsaf reacts to damage from Velivena the last hope guard, mitigating the blow!.
Aasfsaf's fades into the shadows.
Velivena the last hope guard receives 305 healing.
Velivena the last hope guard hits aasfsaf for (858 reacted , -6 stam), 1168 blight (1168 total damage).
aasfsaf the level 50 dwarf shadowblade was tainted to death by Velivena the last hope guard on level 1 of Fields of Hope.