











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: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. 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. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Thalore |
Class | White Monk (Way of the Flying Arrow) |
Level / Exp | 74 / 0% |
Size | medium |
Lifes / Deaths | Killed by Islama the sand-drake at level 20 on the 26th Dusk 122nd year of Ascendancy at 22:29 5 / 2Killed by Salyreth the elven corruptor at level 29 on the 64th Dusk 122nd year of Ascendancy at 00:43 |
Primary Stats
Strength | 115 (base 63) |
Dexterity | 164 (base 80) |
Constitution | 121 (base 80) |
Magic | 48 (base 10) |
Willpower | 129 (base 80) |
Cunning | 132 (base 80) |
Resources
Life | 2900/2900 |
Psi | 209/209 |
Stamina | 582/582 |
Equilibrium | 20 |
Healing Factor | 1.5729891103384 |
Regeneration | 2.6898113786785 |
Speed
Mental | -4.9960036108132E-12% |
Attack | 0% |
Movement | +208.48076798697% |
Spell | 0% |
Global | +178.72623325151% |
Vision
Sight | 10 |
Lite | 23.036087214122 |
Infravision | 8 |
See Stealth | 107.77329682178 |
See Invisible | 97.773296821783 |
Offense: Mainhand
Damage | 336 |
Accuracy | 105 |
Crit Chance | 119% |
APR | 70 |
Speed | 1.00 |
Offense: Barehand
Damage | 288 |
Accuracy | 109 |
Crit Chance | 98% |
APR | 57 |
Speed | 0.80 |
Offense: Spell
Spellpower | 19.5 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 57% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Arcane | +16% |
Cold | +37% |
All | +7% |
Darkness | +13% |
Light | +22% |
Physical | +49% |
Mind | +22% |
Lightning | +32% |
Fire | +22% |
Nature | +13% |
Offense: Damage Penetration
Acid | +49% |
Physical | +90% |
Arcane | +64% |
Fire | +59% |
All | +39% |
Defense: Base
Armour (hardiness) | 100.30954810666 (100%) |
Defense | 127 |
Ranged Defense | 130 |
Fatigue | 0 |
Physical Save | 99 |
Spell Save | 62 |
Mental Save | 77 |
Defense: Resistances
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 73%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 85% |
Knockback Resistance | 50% |
Confusion Resistance | 87% |
Stun Resistance | 100% |
Pinning Resistance | 56% |
Poison Resistance | 0% |
Blind Resistance | 45% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 626 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 152 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 892% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 7/5 |
Technique / Mending | 1.30 |
| 6/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Technique / Martial Arts | 2.10 |
| 7/5 |
| 2/5 |
| 7/5 |
| 7/5 |
Technique / Transcending | 1.30 |
| 6/5 |
| 7/5 |
| 5/5 |
| 5/5 |
Technique / Black Belt | 1.30 |
| 7/5 |
| 7/5 |
| 2/5 |
| 7/5 |
Technique / Agile Combatant | 1.70 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Rending | 2.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 2/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.70 |
| 7/5 |
| 1/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 7/5 |
| 2/5 |
| 2/5 |
Technique / Fending | 1.30 |
| 7/5 |
| 5/5 |
| 6/5 |
| 5/5 |
Psionic / Augmented mobility | 1.80 |
| 7/5 |
| 7/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Race / Thalore | 1.00 |
| 3/5 |
| 1/5 |
| 7/5 |
| 1/5 |
Cunning / Scoundrel | 1.40 |
| 6/5 |
| 6/5 |
| 7/5 |
| 7/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Measured Blows |
talent | Aura of Protection |
talent | Skate |
talent | Exploit Weakness |
talent | Daunting Presence |
talent | Elemental Harmony |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 50% of the time and arcane sustains have a 5.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | Countering melee attacks: Has a 58% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Zubynor the giant venus flytrap. Escort: injured seer (level 3 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You failed to protect the lone alchemist from death by Mayugada the skeleton master archer. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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: 2987. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vial of fire wyrm saliva. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed sandworm tooth. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bloated horror heart. * You've found the needed skeleton mage skull. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 26 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. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master Weapon Damage 163% Range: 1.0x-1.4x Uses 65% Wil, 95% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +38 Ignore Armor +18 Critical Rate +26.0% Capacity 22 On-ranged-hit +12 darkness +24 cold +30 light Damage Against +35% Undead On-Hit, radius 1 +12 mind On-crit, radius 2 +4 cold +4 darkness +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 35% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Master While equipped: offense ------ Damage +6% mind Ignore resists +20% fire +14% all Ignore Armor +13 defense ------ Resistance +12% nature Spell save +9 (+2 eff.) Blind Resist +45% Confus Resist +27% other ------- Light +17 See Stealth +25 See Invisibility +15 Track: Puts all charms on 21 turn cooldown Effective talent level: 5.4 Power cost 21 out of 40/40. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 39 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +4 Str +10 Dex +5 Con offense ------ Damage +6% fire Ignore resists +25% arcane When Hit 4 fire defense ------ Armor +5 Fatigue +5% Resistance +3% fire +24% darkness +5% arcane Physical save +25 (+5 eff.) Mind save +15 (+4 eff.) other ------- Infravision +6 Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 28/28. Range melee/personal Cooldown: 27 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +14 Dex +5 Wil offense ------ When Hit 10 cold defense ------ Armor +4 Defense +6 (+1 eff.) Resistance +9% cold +8% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +12 Dex offense ------ Mind Crit +2% Damage +9% mind +10% physical Accuracy +14 (+2 eff.) defense ------ Resistance +6% cold +10% physical other ------- EQ when Hit +0.04 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+8 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 86 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Ego++] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 0% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: Stats +14 Str +17 Dex +15 Mag +14 Wil +12 Cun +14 Con offense ------ Physical Crit +14.0% Accuracy +14 (+2 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Wil +5 Con offense ------ Critical power +20.00% Spellpower +10 (+2 eff.) Spellpower/crit +8 On-Hit 15 physical Damage +9% fire +9% arcane +11% physical Accuracy +10 (+2 eff.) defense ------ Armor +18 Physical save +10 (+2 eff.) Mind save +23 (+5 eff.) Life +62.00 Disarm Resist +85% other ------- Vim-on-crit +2.00 Max vim +10.00 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 144% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +21 Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-Hit, radius 1 +15 physical On-crit, radius 2 +15 physical On Hit: 10% Disarm level 5 On Hit: 10% Battle Shout level 5 On Hit: 10% Perfect Control level 5 On Hit: 10% Sand Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +8 Str +8 Mag +8 Wil +7 Cun offense ------ Critical power +20.00% Damage +25% lightning +23% physical +3% acid +30% cold Ignore resists +10% acid When Hit: * 10% chance to slow global speed by 73% * 7 arcane resource burn defense ------ Resistance +15% lightning +6% temporal +6% light +9% blight +14% cold +6% nature +15% all Spell save +12 (+3 eff.) other ------- Hate-on-crit +5.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag +6 Wil +6 Con offense ------ Physical Crit +5.0% Spell Crit +8% Physical Power +4 (+1 eff.) Damage +6% nature +15% light +6% darkness When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 35% defense ------ Defense +3 (+1 eff.) Fatigue -7% Resistance +3% light +6% nature Physical save +14 (+3 eff.) Life +110.00 other ------- Light +4 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 [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+2 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 24 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -760 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 760 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 318 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 712.62 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 light, 5 cold, 3 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 404 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +2.0% Damage +3% mind Ignore resists +10% mind defense ------ Armor +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Masteries +0.11 Technique/Mending Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 31 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con offense ------ Ignore resists +5% fire When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +12% acid +20% temporal +3% fire Physical save +13 (+3 eff.) Life +52.00 Life Regen +5.00 Blind Resist +21% Pinning Resist +23% Knockbk Resist +32% other ------- Infravision +6 Sight +2 See Invisibility +13 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Physical Power +7 (+1 eff.) Combat Speed +10% Damage +7% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +12 Lck offense ------ Critical power +18.00% Accuracy +14 (+2 eff.) Ignore Armor +16 defense ------ Defense +11 (+2 eff.) Resist unseen 13% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +27% mind Blind Resist +35% Confus Resist +46% other ------- Infravision +9 Sight +2 See Invisibility +10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% physical Ignore resists +20% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% lightning Life Regen +2.00 Stun Resist +21% other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Damage +3% acid Ignore resists +15% physical Accuracy +10 (+2 eff.) Ignore Armor +4 defense ------ Fatigue -5% Physical save +3 (+1 eff.) other ------- Encumbrance +22 Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+3 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 26 out of 50/50. Range 8 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Dex +5 Cun +5 Con offense ------ Physical Power +5 (+1 eff.) Damage +18% arcane +10% physical Accuracy +6 (+1 eff.) defense ------ Resistance +10% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str +8 Dex +11 Cun +2 Con offense ------ Ignore resists +20% light Accuracy +11 (+2 eff.) defense ------ Resistance +6% light Crit Resistance 15.00% other ------- Infravision +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+2 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +15 Wil offense ------ Damage +21% cold Ignore resists +20% mind +15% lightning When Hit 8 acid 12 cold 12 mind defense ------ Resistance +12% lightning +9% acid Mind save +35 (+8 eff.) other ------- Hate-on-crit +6.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil 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 +21 (+4 eff.) Spellpower/crit +8 Damage +25% arcane defense ------ Armor +6 Hardiness +10% Physical save +10 (+2 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 67.85 to 81.42 arcane damage Puts all charms on 5 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag, 40% Wil Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 103 power out of 66/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag, 40% Wil Damage Physical 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 +33% Critical power +20.00% Spellpower +15 (+2 eff.) Damage +30% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane/Psionic Weapon Damage 182% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 28 damage Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 175% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +28 blight On Hit: 20% Epidemic level 5 On Hit: * 28% chance to reduce strength, dexterity, and constitution by 12 While equipped: defense ------ Disease Resist +35% Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 182% Range: 1.0x-1.5x Uses 40% Wil, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +21 light Damage Against +42% Undead While equipped: Stats +10 Con offense ------ Physical Power +16 (+3 eff.) Ignore resists +19% physical defense ------ Disarm Resist +49% Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Master Weapon Damage 153% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Nature Weapon Damage 158% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +35 acid +33 nature While equipped: offense ------ Ignore resists +25% acid +19% nature Ignore Armor +14 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Nature/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +36 lightning +32 cold While equipped: offense ------ Move Speed +39% Ignore resists +25% lightning +25% cold +14% all Accuracy +25 (+4 eff.) Ignore Armor +15 Blunt and deadly. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane Weapon Damage 152% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 12 While equipped: defense ------ Disease Resist +33% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +20 fire On Hit: 20% Curse of Impotence level 5 On Hit: * 27% chance to reduce strength, dexterity, and constitution by 12 While equipped: Stats +6 Cun offense ------ Physical Crit +14.0% Critical power +35.00% Ignore Armor +9 defense ------ Defense +20 (+3 eff.) Resistance +3% cold Crit Resistance 15.00% Cut Resist +20% other ------- EQ when Hit +0.12 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Nature Weapon Damage 152% Range: 1.0x-1.4x Uses 40% Wil, 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +12 Con +15 Wil defense ------ Life +97.00 One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 40% Wil, 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 166% Range: 1.0x-1.3x Uses 40% Wil, 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-Hit, radius 1 +16 light While equipped: offense ------ Mindpower +41 (+8 eff.) Damage +21% mind defense ------ Resistance +41% fire Mind save +12 (+3 eff.) other ------- Max psi +68.01 Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 117% Range: 1.0x-1.1x Uses 90% 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% On-hit +24 light On-Hit, radius 1 +27 nature +27 cold While equipped: Stats +6 Wil offense ------ Mind Crit +5% Mindpower +22 (+4 eff.) Spellpower/crit +14 Damage +15% nature +15% blight defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Mana/turn +0.40 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 Weapon Damage 114% Range: 1.0x-1.1x Uses 90% 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: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 17 acid Damage +20% acid +10% nature Ignore resists +20% acid +9% nature defense ------ Resistance +20% acid +10% nature Life Regen +5.00 other ------- Talents +1 Attune Mindstar Masteries +0.20 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 T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 114% Range: 1.0x-1.1x Uses 90% 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% While equipped: Stats +6 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 6 lightning 10 physical 10 fire 10 acid 8 cold defense ------ Resistance +8% lightning +10% physical +10% cold +5% fire +10% acid Spell save +8 (+2 eff.) 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. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 0% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+2 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 0% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+2 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 12 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Random Unique] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 0% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +20 Str +28 Dex +11 Mag +11 Wil +11 Cun +11 Con offense ------ Physical Power +15 (+3 eff.) Damage +15% arcane Ignore resists +15% arcane +11% physical defense ------ Resistance +3% light Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 0% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+5 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+5 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 88 to 176 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Arcane/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil, 0% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +12 light On Hit: * 24% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +11 Str +11 Dex +11 Mag offense ------ Physical Power +21 (+4 eff.) Damage +14% temporal +6% light +21% physical Ignore resists +14% temporal +56% physical When Hit 2 light 2 cold On-Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% light +6% temporal other ------- Reload +8 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 40% Wil Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +12 blight On-Hit, radius 1 +12 mind On-crit, radius 2 +27 lightning +31 cold While equipped: Stats +12 Con +10 Wil offense ------ Critical power +10.00% Move Speed +20% Damage +15% darkness Ignore resists +19% lightning +16% cold +6% all Ignore Shields +10% Accuracy +15 (+2 eff.) Ignore Armor +6 When Hit 4 darkness defense ------ Life +49.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Master/Psionic Weapon Damage 139% Range: 1.0x-1.4x Uses 65% Wil, 95% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +20.5% Capacity 13 On-ranged-hit +8 cold +8 physical On-crit, radius 2 +4 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 * 20% chance to knock the target back 3 spaces and deal 301 physical damage On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo [Random Unique] Master/Psionic Weapon Damage 163% Range: 1.0x-1.4x Uses 65% Wil, 95% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +16.0% Capacity 18 Projectile Speed +200% On-ranged-hit +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 301 physical damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 127% Range: 1.0x-1.4x Uses 85% Wil, 85% Dex Damage Mind Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 180% Range: 1.0x-1.4x Uses 75% Wil, 85% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Nature/Master Weapon Damage 189% Range: 1.0x-1.4x Uses 65% Wil, 95% Dex Damage Physical Mastery Guided Hand Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 18 On Hit: * 20% chance to create vines that bind the target to the ground dealing 301 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 293 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +8 Fatigue +8% Resistance +12% acid +11% fire +12% lightning +12% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +10% physical defense ------ Resistance +7% all +10% physical Mind save +15 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +15 (+2 eff.) Spellpower/crit +4 defense ------ Resistance +9% all Spell save +21 (+5 eff.) Silence Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +5 Dex offense ------ Critical power +10.00% Damage +26% darkness defense ------ Resistance +12% light +39% darkness +13% all Unlife -80.00 life Life Regen +4.00 Poison Resist +20% Silence Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +6 Mag offense ------ Critical power +15.00% Damage +18% light defense ------ Armor +12 Defense +16 (+3 eff.) Resistance +6% lightning +11% darkness +9% fire +12% light +15% all Physical save +25 (+5 eff.) Life +64.00 Cut Resist +10% Silence Resist +20% other ------- Hate-on-crit +4.00 Psi-on-crit +3.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +6% Spellpower +20 (+4 eff.) Mindpower +6 (+1 eff.) Damage +19% all defense ------ Resistance +15% all Mind save +30 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.20 other ------- Stamina/turn +0.70 A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +8 Mag +7 Wil offense ------ Physical Crit +10.0% Spell Crit +8% Mind Crit +9% Physical Power +16 (+3 eff.) Spellpower +18 (+3 eff.) Mindpower +21 (+4 eff.) Damage +18% acid Ignore resists +5% acid +10% nature On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +17% lightning +26% fire +7% mind +6% acid Mind save +25 (+6 eff.) A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +21% lightning +14% light +14% darkness A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% fire Mind save +25 (+6 eff.) A suit of armour made of mail. |
![]() 12.0 Encumbrance T2 massive armor Reqs - Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+1 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Disrupt/Psionic While equipped: Stats +6 Cun defense ------ Armor +26 Defense +12 (+2 eff.) Fatigue +22% Resistance +19% nature +18% blight Mind save +22 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Master While equipped: defense ------ Armor +25 Fatigue +22% Resistance +13% acid +13% physical +12% cold +13% lightning +43% fire A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Arcane/Master While equipped: offense ------ On-Hit 22 acid 22 fire When Hit 16 acid 16 fire defense ------ Armor +16 Fatigue +22% Resistance +19% acid +26% fire +24% lightning 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 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) defense ------ Category Bonus +0.00 Wild-gift other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 220, based on Magic) for 10 turns. Uses 11 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +8.0% Mind Crit +8% defense ------ Resistance +7% acid +8% fire +7% lightning +7% cold A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +12 Dex +12 Cun +10 Lck offense ------ Physical Crit +15.0% Mind Crit +15% defense ------ Stealth +15 other ------- Disarm Traps +30 Infravision +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +8 Dex +6 Cun +9 Lck offense ------ Spellpower +9 (+2 eff.) Mindpower +12 (+2 eff.) Damage +3% physical defense ------ Armor +8 Physical save +14 (+3 eff.) Mind save +13 (+3 eff.) Stealth +14 Unlife -40.00 life other ------- Disarm Traps +23 Max stamina +30.00 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +10 Mag +6 Cun +10 Lck defense ------ Stealth +14 other ------- Disarm Traps +30 Mana/turn +0.58 Max mana +48.00 Infravision +6 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +2 Cun offense ------ Spellpower +5 (+1 eff.) Damage +3% darkness +6% blight Ignore resists +5% blight Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +3% temporal +6% cold Mind save +6 (+2 eff.) Poison Resist +10% 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] Master While equipped: defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+3 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Cun offense ------ Ignore Armor +2 When Hit 8 cold defense ------ Defense +2 (+1 eff.) Resistance +3% physical Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Damage +19% darkness Ignore resists +20% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +22 (+3 eff.) Resistance +3% acid +1% physical +25% darkness +24% fire +6% arcane +25% light Crit Resistance 15.00% Physical save +25 (+5 eff.) Spell save +25 (+6 eff.) Mind save +25 (+6 eff.) Stealth +31 Silence Resist +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 26 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +6 (+1 eff.) Silence Resist +26% Confus Resist +26% Stun Resist +20% Evasion: (Instant) Puts all charms on 16 turn cooldown Effective talent level: 5.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 86 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +15 Dex +2 Cun +4 Con offense ------ Damage +3% lightning Ignore resists +10% physical Accuracy +35 (+6 eff.) defense ------ Armor +5 Defense +36 (+5 eff.) Fatigue -10% Physical save +15 (+3 eff.) Unlife -20.00 life other ------- Encumbrance +50 Max stamina +20.00 Rush: Puts all charms on 13 turn cooldown Effective talent level: 2.5 Power cost 13 out of 25/25. Range 7 Cooldown: 18 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 T5 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +5 Life Regen +11.00 Healmod +20% other ------- Stamina/turn +1.10 Max stamina +40.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Dex offense ------ Spellpower +13 (+2 eff.) defense ------ Armor +5 Disengage: Puts all charms on 8 turn cooldown Effective talent level: 3.5 Power cost 8 out of 15/15. Range 7 Cooldown: 9 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 178% 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Critical power +10.00% Accuracy +5 (+1 eff.) defense ------ Armor +11 Fatigue -3% Resistance +3% mind Physical save +9 (+2 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Damage +3% darkness When Hit 6 darkness On-Hit (Melee): * 20% chance to slow global speed by 73% defense ------ Armor +3 Fatigue +2% Resistance +3% light +3% temporal Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +3 Wil +4 Con offense ------ Mindpower +5 (+1 eff.) Damage +3% light +3% blight Ignore resists +6% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 12 defense ------ Armor +4 Defense +11 (+2 eff.) Fatigue +3% Resistance +6% light +6% blight Evasion: (Instant) Puts all charms on 16 turn cooldown Effective talent level: 3.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 41% chance to evade melee and ranged attacks and 61 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% defense ------ Armor +5 Fatigue +4% other ------- Stamina/turn +1.30 Mana/turn +0.60 Max mana +60.00 Max stamina +33.00 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 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 20% Mag, 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 125% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +6 (+1 eff.) Ignore Armor +8 When Hit: * 22 arcane resource burn defense ------ Armor +2 Resistance +10% blight Spell save +21 (+5 eff.) Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +3.0% Attack Speed 125% On Hit: * 13% chance to reduce armor by 21% * 15% chance to slow global speed by 73% * 21 arcane resource burn 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 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 125% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 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 [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag offense ------ Mindpower +8 (+2 eff.) On-Hit 14 temporal 40 mind 27 darkness On-Ranged-Hit 15 temporal Damage +20% temporal +9% arcane +3% mind On-Hit (Melee): * 31% chance to reduce all saves and defense by 43 defense ------ Armor +3 Resistance +12% temporal Mind save -8 (-2 eff.) Poison Resist +20% Knockbk Resist +20% Unarmed combat: Weapon Damage 134% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-hit +12 arcane On-crit, radius 2 +15 arcane On Hit: 10% Reproach level 5 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 20/20. Range 6 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ On-Hit 8 physical Damage +9% physical Accuracy +20 (+3 eff.) defense ------ Armor +10 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +5 Critical Rate +13.0% Attack Speed 125% On-Hit, radius 1 +8 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+1 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 145% Range: 1.0x-1.4x Uses 20% Mag, 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 125% On Hit: 10% Blood Grasp level 3 On Hit: 12% Soul Rot level 3 On Hit: 8% Drain level 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 6.5 Power cost 7 out of 12/12. Range 6 Cooldown: 7 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 67.20 fire damage and 62.24 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 Unarmed combat: Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 100% Range: 1.0x-1.4x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 145% Range: 1.0x-1.4x Uses 100% Wil, 60% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Physical Power +10 (+2 eff.) Ignore resists +5% physical defense ------ Defense +6 (+1 eff.) other ------- Stamina/turn +2.00 EQ when Hit +1.00 Psi when Hit +1.10 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Cun +4 Dex offense ------ Damage +6% physical Accuracy +10 (+2 eff.) Ignore Armor +5 defense ------ Armor +6 Fatigue +3% Resistance +9% fire +23% cold other ------- Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +17 Str +7 Wil offense ------ Physical Power +11 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+3 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +6% light Ignore resists +25% physical defense ------ Armor +4 Fatigue +4% Resistance +5% arcane +4% physical Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Nature While equipped: Stats +6 Str +7 Wil offense ------ Physical Power +11 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% physical Physical save +15 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 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. |
![]() 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 16 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +12% light defense ------ Resistance +6% cold +3% fire Crit Resistance 15.00% Physical save +6 (+1 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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.(170 power, based on Willpower). Uses 6 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+1 eff.) defense ------ Resistance +12% mind +3% fire Spell save +6 (+1 eff.) Healmod +5% Poison Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +3 (+0 eff.) When Hit 18 fire defense ------ Resistance +7% blight +7% fire +9% darkness other ------- Light +4 Infravision +5 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 16 turn cooldown Effective talent level: 2.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 51 blight damage or heals 71 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +8 Wil offense ------ Mind Crit +12% Mindpower +12 (+2 eff.) Damage +14% mind +15% light When Hit 23 fire defense ------ Armor +4 Resistance +9% fire +15% darkness +1% physical Crit Resistance 10.00% Affinity +5% light Mind save +12 (+3 eff.) Poison Resist +24% Pinning Resist +24% other ------- EQ when Hit +0.08 Light +8 Sun Flare: Puts all charms on 16 turn cooldown Effective talent level: 4.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies affected will also burn for 18.43 fire damage instantly, and 18.43 more per turn for 4 turns. (92.14 total). At talent level 3 you gain 16% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 16 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 42.46 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 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 11 out of 25/25. Range 7 Cooldown: 5 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 23 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 104 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 442.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 13 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Physical Crit +1.0% Critical power +15.00% defense ------ Armor +2 Physical save +9 (+2 eff.) Unlife -40.00 life other ------- Max stamina +10.00 Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to reduce fatigue by 44% for 2 turns. 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. |
![]() 0.0 Encumbrance blood corpse [Plot Item] Nature Drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Fist of karma the Thalore White Monk level 41
70th Regrowth 123rd year of Ascendancy at 13:09 see stats
By Fist of karma the Thalore White Monk level 61
48th Haze 123rd year of Ascendancy at 20:35 see stats
By Fist of karma the Thalore White Monk level 40
68th Regrowth 123rd year of Ascendancy at 20:35 see stats
By Fist of karma the Thalore White Monk level 46
21st Pyre 123rd year of Ascendancy at 07:44 see stats
By Fist of karma the Thalore White Monk level 46
36th Pyre 123rd year of Ascendancy at 15:14 see stats
By Fist of karma the Thalore White Monk level 44
80th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Fist of karma the Thalore White Monk level 25
45th Dusk 122nd year of Ascendancy at 19:57 see stats
By Fist of karma the Thalore White Monk level 49
19th Dusk 123rd year of Ascendancy at 08:43 see stats
By Fist of karma the Thalore White Monk level 42
77th Regrowth 123rd year of Ascendancy at 06:00 see stats
By Fist of karma the Thalore White Monk level 33
9th Regrowth 123rd year of Ascendancy at 06:41 see stats
By Fist of karma the Thalore White Monk level 74
71st Haze 123rd year of Ascendancy at 19:54 see stats
By Fist of karma the Thalore White Monk level 23
38th Dusk 122nd year of Ascendancy at 01:08 see stats
By Fist of karma the Thalore White Monk level 33
9th Regrowth 123rd year of Ascendancy at 15:33 see stats
By Fist of karma the Thalore White Monk level 63
68th Haze 123rd year of Ascendancy at 15:15 see stats
By Fist of karma the Thalore White Monk level 35
52nd Regrowth 123rd year of Ascendancy at 07:18 see stats
By Fist of karma the Thalore White Monk level 48
36th Pyre 123rd year of Ascendancy at 16:18 see stats
By Fist of karma the Thalore White Monk level 10
2nd Mirth 122nd year of Ascendancy at 22:53 see stats
By Fist of karma the Thalore White Monk level 20
23rd Dusk 122nd year of Ascendancy at 03:59 see stats
By Fist of karma the Thalore White Monk level 30
64th Dusk 122nd year of Ascendancy at 06:57 see stats
By Fist of karma the Thalore White Monk level 40
67th Regrowth 123rd year of Ascendancy at 17:18 see stats
By Fist of karma the Thalore White Monk level 50
28th Dusk 123rd year of Ascendancy at 08:00 see stats
By Fist of karma the Thalore White Monk level 61
48th Haze 123rd year of Ascendancy at 13:09 see stats
By Fist of karma the Thalore White Monk level 63
59th Haze 123rd year of Ascendancy at 22:24 see stats
By Fist of karma the Thalore White Monk level 30
73rd Dusk 122nd year of Ascendancy at 14:51 see stats
By Fist of karma the Thalore White Monk level 30
64th Dusk 122nd year of Ascendancy at 14:56 see stats
By Fist of karma the Thalore White Monk level 57
27th Haze 123rd year of Ascendancy at 19:27 see stats
By Fist of karma the Thalore White Monk level 29
64th Dusk 122nd year of Ascendancy at 01:41 see stats
By Fist of karma the Thalore White Monk level 43
77th Regrowth 123rd year of Ascendancy at 07:53 see stats
By Fist of karma the Thalore White Monk level 70
71st Haze 123rd year of Ascendancy at 19:53 see stats
By Fist of karma the Thalore White Monk level 10
3rd Mirth 122nd year of Ascendancy at 23:39 see stats
By Fist of karma the Thalore White Monk level 59
28th Haze 123rd year of Ascendancy at 17:26 see stats
By Fist of karma the Thalore White Monk level 30
72nd Dusk 122nd year of Ascendancy at 12:30 see stats
By Fist of karma the Thalore White Monk level 74
71st Haze 123rd year of Ascendancy at 19:54 see stats
By Fist of karma the Thalore White Monk level 62
59th Haze 123rd year of Ascendancy at 18:18 see stats
By Fist of karma the Thalore White Monk level 13
8th Mirth 122nd year of Ascendancy at 18:29 see stats
By Fist of karma the Thalore White Monk level 34
27th Regrowth 123rd year of Ascendancy at 16:38 see stats
By Fist of karma the Thalore White Monk level 49
8th Dusk 123rd year of Ascendancy at 02:50 see stats
By Fist of karma the Thalore White Monk level 30
72nd Dusk 122nd year of Ascendancy at 05:56 see stats
By Fist of karma the Thalore White Monk level 23
37th Dusk 122nd year of Ascendancy at 21:11 see stats
By Fist of karma the Thalore White Monk level 16
6th Flare 122nd year of Ascendancy at 03:46 see stats
By Fist of karma the Thalore White Monk level 39
67th Regrowth 123rd year of Ascendancy at 17:18 see stats
Log
You can read all your collected lore in the game menu, by pressing Escape.
Fist of karma receives 29 healing.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
Ran for 3 turns (stop reason: interesting terrain).
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 98 healing from High Sun Paladin Aeryn's healing light area effect.
The shield around High Sun Paladin Aeryn crumbles.
Ran for 3 turns (stop reason: interesting terrain).
Ran for 3 turns (stop reason: interesting terrain).
You don't see how to get there...