











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ascendancy Level Cap Remover 1.7.6--- DESCRIPTION --- This addon removes the level 50 cap from the game (Age of Ascendancy main campaign and arena mode). I'm unsure if it works with DLC (I don't have the DLCs ;-; ). Enjoy :) P.S: This is a simpler version of "Campaign Uncapper" by Starkeep. Instead of scaling every dungeon to your level, this one only removes the level cap. Consider checking that addon out! --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu, select "Addons" 5) Find "Ascendancy Level Cap Remover" and ensure it's active --- COMPATIBILITY --- It is not compatible with mods that change data/birth/descriptors.lua (It should be compatible with most mods; it is unknown if it works with the ones that add new campaigns) Updated to work for 1.7.6 Items Vault 1.7.6Donators/Buyers bonus! 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. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Wyarm Evolution for Wyrmic 1.7.6Adds Wyarm evolution for Wyrmic. - Wyarm Combat Mastery: The mastery talent for unarmed combat. All icons were made by https://game-icons.net/ . 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: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage (High Thaumaturgist) |
Level / Exp | 36 / 37% |
Size | medium |
Lifes / Deaths | Killed by manaworm at level 2 on the 74th Pyre 122nd year of Ascendancy at 18:14 5 / 2Killed by Adubeth the elven guard at level 26 on the 4th Haze 122nd year of Ascendancy at 23:55 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 30 (base 20) |
Constitution | 27 (base 22) |
Magic | 91 (base 60) |
Willpower | 87 (base 60) |
Cunning | 72 (base 60) |
Resources
Life | 599/599 |
Mana | 307/346 |
Healing Factor | 1.1886945338483 |
Regeneration | 7.0020255899254 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +61.65455300178% |
Spell | +23.08883445641% |
Global | +152.01659701343% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Stealth | 14.909732704291 |
See Invisible | 41.652907276621 |
Offense: Mainhand
Damage | 56 |
Accuracy | 51 |
Crit Chance | 36% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 76% |
Speed | 0.81242137389329 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Blight | +12% |
Arcane | +54% |
Cold | +21% |
All | 0% |
Lightning | +57% |
Temporal | +9% |
Darkness | +9% |
Fire | +21% |
Nature | +10% |
Offense: Damage Penetration
Lightning | +55% |
Light | +60% |
Darkness | +60% |
Arcane | +90% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 43.540954807557 (77.959026669498%) |
Defense | 86 |
Ranged Defense | 92 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 70 |
Mental Save | 66 |
Defense: Resistances
Acid | + 40%( 70%) |
Arcane | + 57%( 70%) |
Cold | + 43%( 70%) |
All | + 29%( 70%) |
Lightning | + 44%( 70%) |
Temporal | + 36%( 70%) |
Mind | + 24%( 70%) |
Fire | + 34%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 51% |
Bleed Resistance | 20% |
Confusion Resistance | 10% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 10 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 180 damage for 8 turns. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 4 turns and blocking 305 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: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (81% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 14 turns (168 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (81% of a turn) Is: a spell Description: Activate the rune to create a shield for 9 turns blocking several instances of damage of the following types: 2 physical, 4 light, 3 temporal, 4 fire, 5 nature, 5 arcane |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Spell / Thaumaturgy | 1.70 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Arcane | 1.70 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Arcane elements | 1.70 |
| 0/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Arcane enchantments | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aether | 1.70 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Spell / Aegis | 1.70 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Mana alchemy | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Secrets of the Eternals |
talent | Keen Senses |
talent | Thunderstorm |
talent | Mage Wind |
talent | Feather Wind |
talent | Disruption Shield |
talent | Pure Aether |
talent | Shielding |
talent | Bright Aura |
talent | Mage Armour |
talent | Arcane Depths |
talent | Multicaster |
talent | Arcane Power |
talent | Aether Permeation |
talent | Essence of Speed |
talent | Defensive Posture |
talent | Spellcraft |
talent | Phantasmal Shield |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
beneficial effect | The target's spellpower has been increased by 9. Spellsurge |
beneficial effect | The target is surrounded by a time distortion, absorbing 1172/1172 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 0%. Time Shield |
beneficial effect | The thrill of victory makes this creature invulnerable. Victory Rush |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Xethra the giant army ant. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 376. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of explosive force, which can be used to permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed naga tongue. * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Mind Crit +1% Mindpower +15 (+5 eff.) Damage +3% blight Ignore resists +10% arcane defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% fire +6% cold +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 3.5 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 58.97 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Critical power +10.00% Damage +16% arcane Ignore resists +10% darkness defense ------ Defense +2 (+0 eff.) Resistance +18% lightning +6% cold +5% arcane Crit Resistance 15.00% Pinning Resist +20% other ------- Max mana +68.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Mag +2 Wil +2 Cun offense ------ Mind Crit +1% Ignore resists +5% mind Accuracy +4 (+1 eff.) other ------- Max psi +20.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +9 Mag offense ------ Damage +30% lightning +9% darkness Ignore resists +25% darkness +15% lightning When Hit 8 lightning defense ------ Resistance +9% nature Spell save +18 (+4 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% lightning Ignore resists +20% light +15% lightning When Hit 8 lightning defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Wil offense ------ Spellpower +9 (+1 eff.) Against +28% Summoned defense ------ Defense +15 (+3 eff.) Resistance +9% acid +7% fire +11% cold Resist Against +34% Summoned Mind save +15 (+4 eff.) Life +60.00 Healmod +5% Disease Resist +20% Teleport Resist +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Spell Crit +5% Critical power +18.00% Spellpower +15 (+3 eff.) On-Hit 17 fire Damage +15% lightning +15% cold +15% arcane +15% fire defense ------ Resistance +6% acid Physical save +6 (+2 eff.) Spell save +14 (+3 eff.) Mind save +6 (+2 eff.) other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +8% Spellpower +8 (+1 eff.) On-Hit 7 acid 16 temporal 7 cold 6 fire 9 lightning On-Ranged-Hit 12 temporal Damage +9% temporal When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Armor +3 Resistance +3% lightning +10% temporal +3% mind other ------- Mana/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/PsionicEnchantment: Light Armour While equipped: offense ------ Spell Crit +11% Mind Crit +4% Spellpower +21 (+4 eff.) Mindpower +3 (+1 eff.) defense ------ Defense +9 (+2 eff.) Resistance +15% all Spell save +4 (+1 eff.) Mind save +22 (+6 eff.) other ------- Mana/turn +0.23 Max mana +53.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +6 Wil offense ------ Spell Crit +6% Damage +9% blight Ignore resists +15% light When Hit 4 light defense ------ Defense +2 (+0 eff.) other ------- Hate-on-crit +4.00 Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +1 Mag +4 Cun +5 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Defense +5 (+1 eff.) Fatigue -6% Resistance +3% cold Physical save +12 (+4 eff.) Spell save +12 (+3 eff.) Mind save +11 (+3 eff.) Life Regen +2.00 Cut Resist +20% other ------- Stamina/turn +0.50 Mana/turn +0.17 Max mana +32.00 Amulets make your neck look great! |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 68 life over 7 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (81% of a turn) Is: a spell Description: Inflicts 542.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 14 Usage Speed: Spell (81% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 958 damage for 8 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +2 Wil +1 Cun +3 Con offense ------ On-Hit 6 light 6 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 27% * 6% chance to blind defense ------ Resistance +9% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Arcane/Nature While equipped: offense ------ On-Ranged-Hit 10 lightning defense ------ Stun Resist +10% Chain Lightning: Effective talent level: 3.2 Power cost 30 out of 50/50. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Invokes an arc of lightning doing 153.88 to 461.63 damage (307.75 average) and chaining to another target. The arc can jump to 6 targets at most, up to 10 grids apart, and will never jump to the same target twice, or to the caster. The arc will also strike all creatures between each target. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Dex +7 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -7% Life Regen +2.00 Blind Resist +25% other ------- Stamina/turn +0.50 Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% arcane Accuracy +6 (+2 eff.) defense ------ Resistance +10% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +11% light defense ------ Resistance +22% light Spell save +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.71 cold and 18.77 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +18% lightning +15% fire +6% darkness Ignore resists +20% darkness When Hit 4 lightning On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +18% nature Life +35.00 Disarm Resist +37% Pinning Resist +37% Knockbk Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane While equipped: Stats +13 Mag +7 Wil +6 Cun offense ------ Physical Crit +4.0% Critical power +5.00% Spellpower +22 (+4 eff.) defense ------ Resistance +2% physical Unlife -40.00 life Silence Resist +39% other ------- Mana/turn +0.32 Max stamina +10.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +19% arcane Ignore resists +10% blight defense ------ Armor +6 Defense +6 (+1 eff.) Resistance +3% mind other ------- Mana-on-crit +1.00 Vim-on-crit +2.00 Light +1 Wards +3 arcane Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% arcane When Hit 4 acid defense ------ Defense +5 (+1 eff.) Resistance +6% light +3% temporal other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 4.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 9 that illuminates the area and deals 214.60 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% physical other ------- Mana/turn +0.11 Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Str 32 [Unique] Weapon Damage 137% Range: 1.0x-1.2x Uses 50% Mag, 50% Str Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +12 (+4 eff.) defense ------ Defense +12 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Strong but light wood, shod with steel and perfectly balanced. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 117% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+2 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Cun offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +18% mind +25% darkness +21% arcane Ignore resists +25% mind +15% cold other ------- Max positive +36.00 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 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +18.00% Spellpower +12 (+2 eff.) Damage +34% lightning +6% acid Ignore resists +15% mind +25% acid When Hit 4 mind On-Hit (Melee): * 20% chance to reduce armor by 45% defense ------ Resistance +18% acid 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 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Critical power +17.00% Spellpower +12 (+2 eff.) Damage +25% arcane +12% mind When Hit 8 mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% mind +6% light Spell save +6 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Mag +4 Cun +3 Con offense ------ Spell Crit +14% Critical power +15.00% Spellpower +12 (+2 eff.) Damage +25% lightning other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +40.00 Max negative +33.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +25% lightning +12% acid Ignore resists +40% acid When Hit 10 acid defense ------ Defense +13 (+3 eff.) other ------- Light +5 Infravision +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 183.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +25% cold defense ------ Armor +9 Defense +9 (+2 eff.) other ------- Wards +3 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Nature Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +4% Spellpower +20 (+4 eff.) Damage +25% physical defense ------ Defense +9 (+2 eff.) Life Regen +1.20 Healmod +10% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.2 Power cost 6 out of 6/6. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 183.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +7% Physical Power +8 (+4 eff.) Spellpower +33 (+6 eff.) Damage +25% temporal Accuracy +9 (+3 eff.) other ------- Mana/turn +0.26 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% While equipped: offense ------ Ignore resists +16% physical Accuracy +12 (+4 eff.) Ignore Armor +14 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 83.23 fire damage, and flames will be left dealing a further 19.13 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Weapon Damage 184% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 24 [Rare] Nature Weapon Damage 151% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 nature +12 cold On-Hit, radius 1 +20 nature While equipped: Stats +12 Str +12 Dex +13 Mag +14 Wil +12 Cun +13 Con offense ------ Mindpower +20 (+6 eff.) defense ------ Resistance +15% temporal +6% nature +5% arcane Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +17 light Damage Against +14% Undead While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +19 (+4 eff.) Disarm Resist +38% Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Ego+] Arcane Weapon Damage 169% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 130 acid damage (1/turn) While equipped: offense ------ Damage +27% acid Ignore resists +19% acid Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Rare] Master Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +8 acid While equipped: Stats +5 Wil offense ------ Physical Crit +2.0% Critical power +20.00% Ignore resists +10% acid Accuracy +16 (+5 eff.) When Hit 8 physical defense ------ Defense +16 (+3 eff.) Disarm Resist +42% other ------- Max psi +50.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 40 [Unique] Arcane/Master Weapon Damage 180% Range: 1.0x-1.6x Uses 125% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 160% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +17% physical Accuracy +19 (+6 eff.) Ignore Armor +17 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 157% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +14 (+7 eff.) Ignore resists +13% physical Accuracy +23 (+8 eff.) Ignore Armor +13 Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +16 (+8 eff.) Accuracy +14 (+5 eff.) defense ------ Defense +14 (+3 eff.) Disarm Resist +42% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Rare] Disrupt Weapon Damage 143% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 darkness While equipped: Stats +3 Cun offense ------ Ignore resists +10% cold When Hit 10 cold defense ------ Resistance +14% acid +15% lightning +11% cold +15% fire +8% all Crit Resistance 15.00% Spell save +12 (+3 eff.) other ------- Light +3 See Invisibility +18 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Normal] Weapon Damage 138% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego++] Master Weapon Damage 143% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Ignore resists +13% physical Accuracy +11 (+4 eff.) Ignore Armor +9 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +11.0% Critical power +16.00% Ignore Armor +9 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +32 lightning +9 cold While equipped: offense ------ Move Speed +31% Ignore resists +11% lightning +21% cold Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 106% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical +7% all Accuracy +18 (+6 eff.) Ignore Armor +14 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Ignore resists +9% physical Accuracy +9 (+3 eff.) Ignore Armor +10 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +8 lightning +17 cold While equipped: offense ------ Move Speed +38% Ignore resists +7% lightning +23% cold +10% all Accuracy +14 (+5 eff.) Ignore Armor +10 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +10% lightning +14% physical +8% cold Ignore resists +4% physical defense ------ Defense +11 (+2 eff.) Resistance +5% physical Pinning Resist +29% 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 T4 mindstar 1H weapon [Rare] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 +20 darkness While equipped: offense ------ Mind Crit +4% Critical power +15.00% Spellpower +15 (+3 eff.) Mindpower +8 (+3 eff.) Damage +15% arcane When Hit 6 blight defense ------ Life +42.00 Life Regen +1.70 other ------- Max psi +50.00 Max vim +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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: Stats +5 Cun offense ------ Mind Crit +4% Critical power +17.00% Mindpower +8 (+3 eff.) defense ------ Mind save +5 (+2 eff.) other ------- Max psi +30.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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.) Damage +5% nature Ignore resists +5% nature defense ------ Resistance +6% nature other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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 [Ego] Nature Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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.) Damage +6% nature defense ------ Resistance +6% blight Physical save +5 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Disease Resist +19% other ------- EQ when Hit +1.10 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 [Ego+] Nature Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind 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.) On-Hit 9 physical Damage +4% nature +13% physical Ignore resists +8% physical defense ------ Resistance +5% blight +12% physical Disease Resist +14% 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 [Ego++] Nature/Disrupt/Psionic Weapon Damage 111% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +8% 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% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) defense ------ Resistance +7% lightning +16% fire +14% cold other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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 [Ego+] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +5% Critical power +5.00% Mindpower +10 (+4 eff.) On-Hit 12 physical Damage +12% physical Ignore resists +7% physical defense ------ Resistance +9% physical 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. |
Forestravage (123% power, 9 apr) Forestravage (123% power, 9 apr)1.0 Encumbrance T4 ritual blade 1H weapon [Rare] Arcane Weapon Damage 123% Range: 1.0x-1.3x Uses 45% Mag, 45% Dex Damage Physical Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Conversion 21% arcane While equipped: offense ------ Spell Crit +8% Damage +9% fire +15% arcane +9% nature Ignore resists +10% fire +10% mind +20% nature defense ------ Resistance +18% nature +18% fire Sharp, short and deadly. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +8 nature While equipped: Stats +13 Str offense ------ Physical Power +14 (+7 eff.) defense ------ Resistance +21% acid +6% nature +6% light +6% darkness Crit Resistance 15.00% Disease Resist +20% Teleport Resist +20% Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 20 On-ranged-hit +10 arcane silence Fight magic with magic! |
![]() 3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego+] Psionic Weapon Damage 155% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Nature/Master Weapon Damage 165% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 21 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 85 physical damage On Critical: * Wound the target dealing 119 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +5 Wil defense ------ Armor +11 Fatigue +8% Resistance +6% light other ------- EQ when Hit +0.08 Hate-on-crit +3.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Dex +5 Cun +6 Con offense ------ Critical power +15.00% Mindpower +15 (+5 eff.) defense ------ Armor +27 Fatigue +8% Physical save +20 (+7 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Random Unique] Arcane/Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +2 Con offense ------ When Hit 25 lightning defense ------ Armor +8 Fatigue +8% Resistance +13% lightning +26% fire +14% nature +15% blight Life +41.00 other ------- Stamina/turn +3.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con defense ------ Armor +13 Fatigue +8% Resistance +12% physical Physical save +9 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Random Unique] Disrupt/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con offense ------ On-Hit 14 acid 14 nature Damage +3% cold On shield block: * Cause enemies within radius 6 to bleed for 119 physical damage over 5 turns (1/turn) When Hit 4 light On-Hit (Melee): * 18 arcane resource burn When Hit: * 11 arcane resource burn defense ------ Armor +10 Fatigue +8% Resistance +15% acid +19% fire +13% nature +15% cold other ------- Light +2 Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +11% lightning defense ------ Resistance +16% lightning +1% physical +7% all Disease Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+2 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+4 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+2 eff.) Resistance +25% nature +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Damage +17% cold defense ------ Resistance +13% all +25% cold Mind save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +8 (+3 eff.) Damage +25% mind Ignore resists +10% mind defense ------ Resistance +10% blight +13% all Life +70.00 Life Regen +3.10 Healmod +17% other ------- Psi/turn +0.63 Max psi +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +6 Mag +3 Wil +1 Cun offense ------ Mindpower +5 (+2 eff.) Damage +18% physical +18% darkness +20% blight +15% cold +21% temporal Ignore resists +10% cold +11% physical +10% temporal defense ------ Resistance +20% blight +27% darkness +13% all Anomaly Control +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +7 Str +6 Mag +8 Wil +8 Cun offense ------ Critical power +14.00% Damage +15% acid +16% physical +28% cold +14% lightning On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +2 Resistance +22% acid +12% blight +11% cold +10% lightning +15% all Life +20.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Nature While equipped: offense ------ Damage +30% mind Ignore resists +20% nature On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +10 Defense +9 (+2 eff.) Fatigue +8% Resistance +26% acid +6% temporal +10% cold +6% nature +6% fire other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Rare] Master While equipped: Stats +2 Con defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +6% blight +8% physical Physical save +20 (+7 eff.) Healmod +20% Poison Resist +20% Confus Resist +20% Teleport Resist +10% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego++] Master/Psionic While equipped: Stats +3 Cun +6 Wil offense ------ Physical Crit +4.0% Ignore Armor +11 defense ------ Armor +7 Defense +21 (+4 eff.) Fatigue +8% Mind save +14 (+4 eff.) other ------- Stamina/turn +0.90 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 5.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 128 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Rare] Master While equipped: Stats +3 Cun offense ------ Critical power +20.00% Damage +12% fire Accuracy +5 (+2 eff.) defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +20% lightning other ------- Max stamina +30.00 Light +3 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature/Disrupt While equipped: defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +14% nature +13% blight Resist Against +9% Unnatural Life Regen +6.00 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature/Master While equipped: defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +15% lightning Life +45.00 Life Regen +9.60 Healmod +12% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego++] Nature/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +20 Defense +21 (+4 eff.) Fatigue +8% Resistance +18% fire +18% physical Mind save +12 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Nature/Master While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +13 Defense +12 (+2 eff.) Fatigue +8% Resistance +24% lightning +14% fire +19% physical A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Rare] Master While equipped: Stats +5 Wil offense ------ Critical power +20.00% Damage +27% blight On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +21% acid Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +2.00 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Rare] Master While equipped: offense ------ Damage +15% nature defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +21% fire +5% arcane +5% physical Spell save +6 (+1 eff.) Poison Resist +20% Disease Resist +20% Knockbk Resist +20% A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego++] Psionic While equipped: Stats +8 Cun +7 Wil defense ------ Armor +15 Defense +9 (+2 eff.) Fatigue +12% Mind save +32 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +6 Wil defense ------ Armor +11 Defense +4 (+1 eff.) Fatigue +12% Resistance +9% acid +9% cold Mind save +16 (+4 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego++] Arcane/Master While equipped: Stats +7 Con defense ------ Armor +15 Defense +4 (+1 eff.) Fatigue +16% Resistance +13% fire -14% light +12% darkness Physical save +13 (+5 eff.) Spell save +7 (+2 eff.) Mind save +9 (+3 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Random Unique] Nature While equipped: Stats +4 Wil offense ------ Ignore resists +10% mind defense ------ Armor +14 Defense +5 (+1 eff.) Fatigue +12% Resistance +22% acid +3% temporal +14% darkness +10% blight +12% cold +3% nature +6% light Life +55.00 Life Regen +10.00 Healmod +16% other ------- Light +2 Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego] Nature While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Life +36.00 Life Regen +5.40 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
![]() 17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +15 (+5 eff.) Damage +6% nature Ignore resists +20% fire When Hit 6 mind defense ------ Armor +11 Fatigue +22% Resistance +15% fire Mind save +34 (+9 eff.) other ------- Max hate +10.00 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Rare] Master While equipped: offense ------ Damage +21% mind Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 27% defense ------ Armor +13 Fatigue +22% Resistance +36% lightning +9% darkness +6% mind A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego++] Master/Psionic While equipped: Stats +3 Cun defense ------ Armor +27 Defense +7 (+1 eff.) Fatigue +22% Resistance +9% acid +9% physical +8% fire +9% lightning +8% cold Mind save +16 (+4 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% lightning +10% fire +20% arcane defense ------ Resistance +5% arcane +12% fire Physical save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +15% lightning defense ------ Resistance +3% nature +6% blight Spell save +3 (+1 eff.) Life Regen +0.80 Healmod +11% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Cun offense ------ When Hit 4 mind defense ------ Resistance +6% lightning +5% temporal Mind save +3 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil offense ------ Against +30% Summoned defense ------ Resist Against +29% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Damage +13% physical Ignore resists +8% physical A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% cold Ignore resists +5% cold On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Defense +6 (+1 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Spell Crit +1% Damage +9% cold Ignore resists +20% arcane +10% cold defense ------ Defense +1 (+0 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Cun offense ------ Physical Crit +2.0% Mind Crit +3% defense ------ Defense +1 (+0 eff.) Spell save +5 (+1 eff.) Mind save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Spell save +5 (+1 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 56% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +6 Str +9 Wil +3 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +8 Fatigue +3% other ------- Light +2 Infravision +2 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Ignore Armor +8 defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +14% Mind Crit +10% Critical power +8.00% Spellpower +7 (+1 eff.) defense ------ Armor +2 other ------- Mana/turn +0.12 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +9% light +12% fire Ignore resists +20% lightning Accuracy +9 (+3 eff.) defense ------ Armor +3 Resistance +20% light +24% fire Physical save +9 (+3 eff.) Mind save +9 (+3 eff.) Disarm Resist +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Unique] Arcane While equipped: offense ------ Spellpower +3 (+0 eff.) Damage +5% temporal defense ------ Resistance +5% temporal other ------- Encumbrance +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Mind Crit +4% Damage +11% lightning Ignore resists +15% mind defense ------ Defense +1 (+0 eff.) Resistance +16% lightning Mind save +3 (+1 eff.) other ------- Light +2 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +11% physical A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% acid When Hit 2 lightning defense ------ Defense +1 (+0 eff.) Resistance +15% acid +12% cold Crit Resistance 10.00% Unlife -40.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +9 Str +3 Wil +3 Con offense ------ Physical Power +13 (+6 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% physical Physical save +8 (+3 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego++] Master While equipped: Stats +11 Str +2 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 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 24.2 Physical damage. If the attack hits, the target is confused (34% 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 Reqs - Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
focussing obsidian wardstone of undead warding focussing obsidian wardstone of undead warding1.0 Encumbrance T4 wardstone armor [Ego+] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Defense +8 (+2 eff.) Resistance +20% blight +14% cold +10% darkness Damage Reduction +4 all Resist Against +18% Undead Slow Projectiles +25% other ------- Psi/turn +1.20 Max psi +17.00 Wards +2 blight +4 cold +2 darkness Talents +2 Ward Handheld warding devices |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature 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 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 Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(140 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Arcane/PsionicEnchantment: Charm Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 153 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +8 Dex +1 Wil offense ------ Mindpower +20 (+6 eff.) defense ------ Crit Resistance 15.00% other ------- EQ when Hit +0.08 Blast the opponent's mind dealing 370 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 31% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: defense ------ Defense +30 (+6 eff.) Resistance +6% acid +6% cold +6% blight Mind save +18 (+5 eff.) Pinning Resist +20% Knockbk Resist +20% Fire a magical bolt dealing 442 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Uthleen the Shalore Archmage level 30
30th Haze 122nd year of Ascendancy at 11:57 see stats
By Uthleen the Shalore Archmage level 33
8th Allure 123rd year of Ascendancy at 00:49 see stats
By Uthleen the Shalore Archmage level 25
75th Dusk 122nd year of Ascendancy at 04:03 see stats
By Uthleen the Shalore Archmage level 31
43rd Haze 122nd year of Ascendancy at 17:17 see stats
By Uthleen the Shalore Archmage level 30
17th Haze 122nd year of Ascendancy at 03:46 see stats
By Uthleen the Shalore Archmage level 10
9th Mirth 122nd year of Ascendancy at 10:44 see stats
By Uthleen the Shalore Archmage level 20
35th Dusk 122nd year of Ascendancy at 17:57 see stats
By Uthleen the Shalore Archmage level 30
16th Haze 122nd year of Ascendancy at 10:29 see stats
By Uthleen the Shalore Archmage level 3
75th Pyre 122nd year of Ascendancy at 10:57 see stats
By Uthleen the Shalore Archmage level 31
59th Haze 122nd year of Ascendancy at 11:15 see stats
By Uthleen the Shalore Archmage level 28
7th Haze 122nd year of Ascendancy at 10:10 see stats
By Uthleen the Shalore Archmage level 27
6th Haze 122nd year of Ascendancy at 04:00 see stats
By Uthleen the Shalore Archmage level 14
8th Flare 122nd year of Ascendancy at 04:33 see stats
By Uthleen the Shalore Archmage level 22
54th Dusk 122nd year of Ascendancy at 20:06 see stats
By Uthleen the Shalore Archmage level 15
8th Flare 122nd year of Ascendancy at 23:52 see stats
Log
Frail mouse dashes quickly!
Sabertooth tiger deactivates Stealth.
frail mouse evades Sabertooth tiger.
frail mouse evades Sabertooth tiger.
Sabertooth tiger uses Cripple.
frail mouse evades Sabertooth tiger.
Frail mouse is no longer evading attacks.
Talent Hide in Plain Sight is ready to use.
Resting starts...
Talent Nimble Movements is ready to use.
Rested for 45 turns (stop reason: all resources and life at maximum).
Character control switched to Uthleen.
There is a way to the previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
New Achievement: Dreaming my dreams (Insane (Adventure) difficulty)!
Option unlocked: New Class: Solipsist (Psionic)
As your mind-mouse enters the dream portal you suddenly wake up. You feel good!
Uthleen picks up ( .): Blizzardspawner [power 365] (15 cooldown).
Talent Temporal Shield is ready to use.
Uthleen picks up (x.): Zubida (129% power, 5 apr, arcane element).
Uthleen casts Temporal Shield.
Ran for 4 turns (stop reason: hostile spotted to the northwest (greater faeros)).
The furious lightning storm around Uthleen calms down and disappears.