












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 953% |
Size | small |
Lifes / Deaths | Killed by Xanovena the venom wyrm at level 24 on the 2nd Haze 122nd year of Ascendancy at 08:53 0 / 9Killed by Bethita the giant eel at level 32 on the 76th Haze 122nd year of Ascendancy at 22:56 Killed by Eilinavea the ghoul at level 32 on the 35th Regrowth 123rd year of Ascendancy at 10:11 Killed by Ce'Nurirawen the orc grand master assassin at level 48 on the 11st Dusk 123rd year of Ascendancy at 21:09 Killed by Elandar at level 50 on the 73rd Dusk 123rd year of Ascendancy at 00:46 Killed by Argoniel at level 50 on the 73rd Dusk 123rd year of Ascendancy at 03:22 Killed by Argoniel at level 50 on the 73rd Dusk 123rd year of Ascendancy at 07:05 Killed by forge-giant at level 50 on the 73rd Dusk 123rd year of Ascendancy at 12:58 Killed by forge-giant at level 50 on the 73rd Dusk 123rd year of Ascendancy at 13:03 |
Primary Stats
Strength | 42 (base 32) |
Dexterity | 98 (base 65) |
Constitution | 12 (base 11) |
Magic | 87 (base 60) |
Willpower | 26 (base 8) |
Cunning | 89 (base 61) |
Resources
Life | -18/1390 |
Mana | 494/494 |
Stamina | 287/287 |
Positive | 178/197 |
Healing Factor | 1.4091526171257 |
Regeneration | 20.080424794042 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
See Invisible | 6 |
Offense: Mainhand
Damage | 70 |
Accuracy | 67 |
Crit Chance | 45% |
APR | 6 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 69 |
Crit Chance | 70% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Blight | +30% |
Arcane | +28% |
Mind | +37% |
All | +22% |
Darkness | +37% |
Light | +125% |
Temporal | +40% |
Physical | +30% |
Fire | +44% |
Nature | +52% |
Offense: Damage Penetration
Mind | +45% |
Darkness | +45% |
Light | +138% |
Temporal | +45% |
Blight | +70% |
Physical | +60% |
Fire | +45% |
All | +35% |
Defense: Base
Armour (hardiness) | 77.999999999999 (57.718496631565%) |
Defense | 88 |
Ranged Defense | 95 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 47 |
Mental Save | 67 |
Defense: Resistances
Mind | + 59%( 70%) |
Darkness | + 67%( 70%) |
Light | + 60%( 70%) |
Nature | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 32%( 70%) |
Fire | + 34%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Confusion Resistance | 62% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 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 721 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 766% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Celestial / Guardian | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 Yvytira the cold drake. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the lone alchemist from death by Ce'Natha the orc grand master assassin. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Layiwen the ghoulking. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Saff. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by skeleton warrior. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Saff. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Foresight (+1 level(s)). | 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. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1810. | 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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 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 within7 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 Cun +3 defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 64% (based on Cunning). Uses 50 power out of 23/50 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 T4 shot ammo [Unique] Nature Weapon Damage 149% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light, +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 101, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 300.03 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() 3.0 Encumbrance T5 head armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +2, Wil +7 offense ------ Damage +18% temporal defense ------ Armor +5 Fatigue +5% Resistance +29% blight, +14% darkness +32% mind Spell save +14 (+5 eff.) Mind save +58 (+14 eff.) Confus Resist +37% other ------- See Invisibility +6 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 42 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats Str +5, Mag +5 offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 10% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On Hit: 20% Obliterating Smash level 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 3.3 Power cost 25 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats Dex +7 offense ------ Damage +15% light Ignore resists +20% blight, +25% physical +33% light When Hit 13 light, 13 physical defense ------ Armor +14 Resistance +6% physical Physical save +18 (+6 eff.) Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 turn cooldown 100% to heal for 106. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats Mag +4 offense ------ On-Hit 30 light On-Ranged-Hit 17 light Damage +16% light defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Critical power +10.00% Physical Power +8 (+3 eff.) Spellpower +7 (+2 eff.) Combat Speed +10% Damage +8% blight, +12% fire +8% physical Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag 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: Stats Dex +2 offense ------ Spell Crit +14% Critical power +10.00% Spellpower +23 (+6 eff.) Spellpower/crit +8 Damage +30% light Ignore resists +15% blight defense ------ Armor +18 Defense +7 (+1 eff.) other ------- Wards +2 light Talents +3 Ward +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 69.77 to 83.72 light damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats Dex +12, Cun +10, Lck +8 defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 22/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 46 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 off hand | ![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training Wil 28 [Unique] Nature When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 100% Str Damage Light Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +260 On-hit +30 item light blind On Hit: * 30% chance to blind * releases a burst of light While equipped: Stats Cun +3, Wil +5 offense ------ Mindpower +8 (+3 eff.) Damage +10% fire, +15% mind +15% light Ignore resists +10% fire, +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +20% light, +10% fire +15% darkness, +12% mind Mind save +18 (+4 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 104.95 to 131.19 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats Mag +7, Wil +6 offense ------ Spell Crit +8% Spellpower +25 (+6 eff.) Damage +6% arcane When Hit 2 blight defense ------ Armor +10 Defense +17 (+3 eff.) Resistance +20% blight, +19% nature +6% darkness Physical save +24 (+8 eff.) Spell save +28 (+10 eff.) Mind save +20 (+5 eff.) Life Regen +8.00 Healmod +18% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-crit +1.00 Max mana +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spellpower +16 (+4 eff.) Damage +30% nature, +7% all Ignore resists +10% light, +10% temporal When Hit 2 light, 6 temporal defense ------ Resistance +17% blight, +45% nature +15% all Life +71.00 Life Regen +6.00 Healmod +21% other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 246 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -766 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 1531 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -718 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 1437 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 304.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 494 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 471 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 45 up to 5 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Lck +7 offense ------ Accuracy +9 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +6 (+1 eff.) Fatigue -4% Resistance +3% nature, +12% fire +3% mind, +10% cold Resist unseen 13% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+1 eff.) Unleash a destructive wail, destroying terrain and dealing 664.30 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats Str +4, Dex +2, Cun +3, Con +9 defense ------ Resistance +16% lightning, +6% cold +6% light Stun Resist +26% other ------- See Invisibility +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 6 light, 7 darkness Damage +9% light, +7% darkness When Hit: * 7% chance to reduce damage dealt by 22% * 7% chance to blind defense ------ Resistance +14% fire, +13% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature While equipped: Stats Wil +10 defense ------ Resistance +30% light, +30% darkness Blind Resist +50% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +15.00% Spellpower +15 (+4 eff.) Damage +11% blight, +10% fire Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +11 (+4 eff.) Spellpower +10 (+3 eff.) Mindpower +11 (+4 eff.) Damage +6% temporal, +16% darkness +9% arcane Ignore resists +10% arcane When Hit 6 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +32% darkness, +9% temporal Life Regen +6.00 Stun Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +16, Con +16 offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +24 (+8 eff.) defense ------ Silence Resist +44% Confus Resist +20% Pinning Resist +10% other ------- Stamina/turn +3.00 Mana/turn +0.40 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+15 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. |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +8, Dex +8, Mag +7, Cun +8 Con +7 offense ------ Spell Crit +3% Critical power +15.00% Physical Power +11 (+4 eff.) Spellpower/crit +6 Accuracy +12 (+3 eff.) defense ------ Spell save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats Con +6 offense ------ Damage +12% cold When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +12% light, +9% cold Physical save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats Str +3, Dex +3, Con +3 offense ------ Physical Crit +5.0% Physical Power +10 (+4 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Mag +3, Wil +5, Cun +5, Con +6 offense ------ When Hit 6 blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +12% mind Life +43.00 Disarm Resist +33% Pinning Resist +44% Knockbk Resist +35% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats Str +6, Cun +3, Con +6 offense ------ Physical Power +8 (+3 eff.) On-Hit 7 physical On-Ranged-Hit 13 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats Str +7, Mag +6, Con +8 offense ------ Physical Power +13 (+5 eff.) On-Hit 20 light On-Ranged-Hit 22 light Damage +14% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Cun +6, Mag +4 offense ------ Spellpower/crit +10 On-Hit 20 physical On-Ranged-Hit 22 physical Damage +15% light On-Hit (Melee): * 15% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 27 defense ------ Resistance +12% light Spell save +12 (+4 eff.) other ------- Vim-on-crit +2.00 Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Cun +11, Wil +6 offense ------ Mindpower +8 (+3 eff.) Damage +6% nature, +6% mind Ignore resists +5% cold When Hit 2 mind defense ------ Resistance +6% cold other ------- EQ when Hit +0.08 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +5 (+2 eff.) Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Nature/Master While equipped: Stats Con +10 defense ------ Physical save +20 (+6 eff.) Life Regen +8.00 Stun Resist +50% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +13, Dex +3, Mag +5 Cun +4, Con +9 offense ------ Physical Power +6 (+2 eff.) defense ------ Life +45.00 Silence Resist +44% Disarm Resist +50% Pinning Resist +40% Knockbk Resist +43% other ------- Mana/turn +0.39 Infravision +2 Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Master Weapon Damage 156% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats Cun +4, Dex +5 offense ------ Damage +8% light, +10% physical defense ------ Pinning Resist +50% other ------- Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 162% Range: 1.0x-1.4x Uses 25% Mag, 80% Str Damage Light Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead, +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 560.01 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Disrupt Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Critical: * Deals 74 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+4 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. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 130% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats Mag +10, Wil +10 offense ------ Spell Crit +15% Spellpower +48 (+12 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 200 power out of 200/200 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 T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% light defense ------ Defense +9 (+1 eff.) Resistance +6% blight, +5% arcane Blind Resist +10% Disarm Resist +10% other ------- Mana/turn +0.19 Max mana +32.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 214.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Nature Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag 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: Stats Str +4 offense ------ Spell Crit +5% Physical Power +15 (+5 eff.) Spellpower +15 (+4 eff.) Damage +9% arcane, +39% light Accuracy +10 (+2 eff.) When Hit 6 physical defense ------ Defense +44 (+8 eff.) Resistance +5% arcane, +12% light other ------- Max stamina +30.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 214.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 150% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+10 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag 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 +5% Spellpower +15 (+4 eff.) Damage +20% arcane, +42% light +41% mind Ignore resists +35% light, +20% mind On-Hit (Melee): * 27% chance to slow global speed by 54% defense ------ Armor +12 Hardiness +10% Resistance +18% mind Physical save +12 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego] Nature/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag 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 +16% Critical power +19.00% Spellpower +15 (+4 eff.) Damage +30% cold defense ------ Defense +15 (+3 eff.) other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 288.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag 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 +5% Critical power +32.00% Spellpower +22 (+6 eff.) On-Hit 35 fire Damage +30% lightning defense ------ Resistance +15% lightning other ------- See Invisibility +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% light Ignore resists +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 55 [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+5 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +10, Con +11 offense ------ Physical Crit +8.0% Physical Power +10 (+4 eff.) Damage +9% nature defense ------ Defense +15 (+3 eff.) Resistance +5% arcane Physical save +20 (+6 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Master/Psionic While equipped: Stats Cun +6, Dex +6 offense ------ Physical Crit +15.0% Mind Crit +15% Mindpower +12 (+4 eff.) defense ------ Physical save +13 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats Mag +6, Wil +6, Lck +10 offense ------ Spellpower +8 (+2 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+6 eff.) Spell save +20 (+7 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 1.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Mag +8, Wil +10, Cun +6 offense ------ Mind Crit +7% Critical power +5.00% Spellpower +10 (+3 eff.) Spellpower/crit +2 Ignore resists +5% blight, +10% temporal defense ------ Defense +16 (+3 eff.) Resistance +9% temporal Physical save +11 (+3 eff.) Spell save +14 (+5 eff.) other ------- Max mana +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane/Master While equipped: Stats Wil +4, Mag +9 offense ------ Spellpower +15 (+4 eff.) Spellpower/crit +5 Damage +3% cold, +5% light, +3% mind Ignore resists +20% mind When Hit 4 cold defense ------ Armor +12 Defense +9 (+1 eff.) Resistance +12% mind, +8% darkness +10% light, +13% all Physical save +23 (+7 eff.) Life +58.00 Silence Resist +31% other ------- Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats Str +6, Mag +12, Wil +10 Cun +3 offense ------ Critical power +12.00% Damage +12% lightning, +11% physical +12% cold When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +7% lightning, +8% cold +3% light, +11% all Spell save +3 (+1 eff.) other ------- Mana/turn +0.22 Psi/turn +0.16 Hate-on-crit +4.00 Psi-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats Str +15, Mag +16, Wil +17 offense ------ Critical power +10.00% Damage +56% lightning, +47% physical +60% cold, +36% arcane +27% nature Ignore Shields +10% When Hit 8 arcane defense ------ Resistance +30% lightning, +28% cold +15% all other ------- Max mana +87.00 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 +5% Mindpower +10 (+4 eff.) Damage +30% blight, +30% physical +21% darkness Ignore resists +11% darkness, +14% physical defense ------ Resistance +30% blight, +15% all other ------- Max hate +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Cun +2 offense ------ Mind Crit +5% Damage +15% light, +9% physical defense ------ Armor +5 Defense +10 (+2 eff.) Resistance +2% physical Unlife -80.00 life other ------- Infravision +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+4 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+2 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats Mag +6, Wil +6 offense ------ Physical Crit +4.0% Spell Crit +4% Physical Power +5 (+2 eff.) Ignore resists +12% physical defense ------ Armor +5 other ------- Mana/turn +0.60 Max mana +60.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+2 eff.) Damage +27% light Ignore Armor +13 When Hit 4 light On-Hit (Melee): * 20% chance to reduce armor by 41% defense ------ Armor +5 Resistance +15% light, +24% fire other ------- Light +3 A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats Cun +4, Wil +4 offense ------ Mind Crit +5% Mindpower +25 (+9 eff.) On-Hit 16 light Damage +11% light Ignore resists +20% light, +25% mind defense ------ Armor +3 Resistance +13% light, +6% blight Unarmed combat: Weapon Damage 127% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 20% Searing Light level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats Str +6, Mag +6 offense ------ Spell Crit +10% Spellpower +10 (+3 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 149% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 10% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 83% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles level 5 Earthquake: Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 80.58 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats Str +12, Mag +2 offense ------ Spellpower/crit +10 When Hit 2 nature defense ------ Armor +5 Fatigue +5% Resistance +15% blight, +15% darkness +12% nature Physical save +24 (+8 eff.) Spell save +15 (+5 eff.) Mind save +15 (+3 eff.) other ------- Mana/turn +0.08 Max vim +30.00 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 48 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Damage +16% light, +30% temporal Ignore Armor +6 defense ------ Defense +2 (+0 eff.) Resistance +24% light, +1% physical Unlife -80.00 life other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats Cun +7, Wil +7 offense ------ Mindpower +6 (+2 eff.) Damage +12% temporal, +18% light +15% cold Ignore resists +10% light, +25% cold When Hit 8 cold defense ------ Defense +3 (+0 eff.) Resistance +9% light A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats Str +11, Con +10 defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 205.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats Str +14, Dex +7, Wil +7 offense ------ Physical Power +10 (+4 eff.) defense ------ Armor +9 Defense +30 (+6 eff.) Fatigue +5% Resistance +14% physical, +5% arcane +6% temporal Physical save +15 (+5 eff.) Mind save +3 (+0 eff.) Healmod +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 205.8 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats Str +1, Mag +2, Cun +1 offense ------ Spell Crit +5% Damage +12% light When Hit 2 light defense ------ Resistance +6% light other ------- Hate-on-crit +3.00 Max mana +24.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 36/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats Con +15 Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats Str +1, Con +3 offense ------ Damage +18% nature Ignore resists +10% temporal defense ------ Physical save +6 (+2 eff.) Healmod +11% other ------- Light +3 Infravision +2 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] Psionic While equipped: Stats Wil +5 offense ------ Damage +7% mind Ignore resists +10% light When Hit 4 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% lightning other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: offense ------ Spell Crit +4% Spellpower/crit +6 Damage +12% blight Ignore resists +13% all Ignore Armor +15 defense ------ Resistance +3% darkness, +6% fire Mind save +15 (+3 eff.) Blind Resist +45% Confus Resist +30% other ------- Mana-on-crit +2.34 Light +13 See Stealth +50 See Invisibility +48 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.8 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed -16% Combat Speed +12% Spell Speed +12% Mind Speed +12% Damage +0% all, +15% temporal defense ------ Resistance -12% all, +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 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 Mag +6 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 Str +6 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 While carried: Stats Dex +6 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. |
![]() 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 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 832.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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 T5 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% arcane Ignore resists +26% arcane On-Hit (Melee): * 21% chance to slow global speed by 54% defense ------ Resistance +6% nature Setup a psionic shield, reducing all damage taken by 145 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 58% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats Cun +4, Mag +2 offense ------ Mindpower +10 (+4 eff.) Damage +18% blight Ignore resists +25% mind On-Hit (Melee): * 21% chance to reduce strength, dexterity, and constitution by 31 defense ------ Crit Resistance 15.00% other ------- Max hate +6.00 See Invisibility +12 Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 turn cooldown 100% to gain a 30% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: defense ------ Armor +14 Defense +30 (+6 eff.) Resistance +5% arcane, +12% fire Crit Resistance 15.00% Physical save +18 (+6 eff.) Stun Resist +20% Heal yourself and all friendly characters within 10 spaces for 560 Puts all charms on 15 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Critical power +15.00% Damage +27% light When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Mind save +12 (+3 eff.) other ------- Hate-on-crit +2.00 Max psi +20.00 Fire a magical bolt dealing 451 acid damage Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats Con +3 offense ------ Critical power +20.00% Physical Power +5 (+2 eff.) defense ------ Defense +5 (+1 eff.) Physical save +9 (+3 eff.) other ------- Stamina/turn +2.00 Fire a magical bolt dealing 580 lightning damage Puts all charms on 15 turn cooldown 100% to gain a 35% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 30% for 2 turns. 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats Str +12, Con +3 offense ------ Physical Crit +5.0% Physical Power +15 (+5 eff.) Damage +15% acid Ignore Armor +9 defense ------ Resistance +9% light Create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
Achievements
By Saff the Halfling Sun Paladin level 36
61st Regrowth 123rd year of Ascendancy at 09:36 see stats
By Saff the Halfling Sun Paladin level 38
76th Regrowth 123rd year of Ascendancy at 02:01 see stats
By Saff the Halfling Sun Paladin level 36
48th Regrowth 123rd year of Ascendancy at 06:57 see stats
By Saff the Halfling Sun Paladin level 41
22nd Pyre 123rd year of Ascendancy at 15:05 see stats
By Saff the Halfling Sun Paladin level 45
6th Mirth 123rd year of Ascendancy at 23:48 see stats
By Saff the Halfling Sun Paladin level 39
15th Pyre 123rd year of Ascendancy at 15:37 see stats
By Saff the Halfling Sun Paladin level 22
67th Dusk 122nd year of Ascendancy at 03:10 see stats
By Saff the Halfling Sun Paladin level 20
54th Dusk 122nd year of Ascendancy at 08:51 see stats
By Saff the Halfling Sun Paladin level 38
69th Regrowth 123rd year of Ascendancy at 11:11 see stats
By Saff the Halfling Sun Paladin level 34
44th Regrowth 123rd year of Ascendancy at 18:12 see stats
By Saff the Halfling Sun Paladin level 26
4th Haze 122nd year of Ascendancy at 02:40 see stats
By Saff the Halfling Sun Paladin level 22
72nd Dusk 122nd year of Ascendancy at 10:17 see stats
By Saff the Halfling Sun Paladin level 31
65th Haze 122nd year of Ascendancy at 20:25 see stats
By Saff the Halfling Sun Paladin level 26
4th Haze 122nd year of Ascendancy at 12:51 see stats
By Saff the Halfling Sun Paladin level 50
55th Dusk 123rd year of Ascendancy at 09:16 see stats
By Saff the Halfling Sun Paladin level 36
56th Regrowth 123rd year of Ascendancy at 10:12 see stats
By Saff the Halfling Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 21:44 see stats
By Saff the Halfling Sun Paladin level 20
39th Dusk 122nd year of Ascendancy at 22:12 see stats
By Saff the Halfling Sun Paladin level 30
24th Haze 122nd year of Ascendancy at 13:26 see stats
By Saff the Halfling Sun Paladin level 40
19th Pyre 123rd year of Ascendancy at 14:44 see stats
By Saff the Halfling Sun Paladin level 50
24th Dusk 123rd year of Ascendancy at 08:03 see stats
By Saff the Halfling Sun Paladin level 50
37th Dusk 123rd year of Ascendancy at 06:59 see stats
By Saff the Halfling Sun Paladin level 50
26th Dusk 123rd year of Ascendancy at 11:30 see stats
By Saff the Halfling Sun Paladin level 33
41st Regrowth 123rd year of Ascendancy at 14:57 see stats
By Saff the Halfling Sun Paladin level 20
39th Dusk 122nd year of Ascendancy at 22:12 see stats
By Saff the Halfling Sun Paladin level 38
11st Pyre 123rd year of Ascendancy at 13:09 see stats
By Saff the Halfling Sun Paladin level 38
76th Regrowth 123rd year of Ascendancy at 02:01 see stats
By Saff the Halfling Sun Paladin level 8
2nd Mirth 122nd year of Ascendancy at 06:41 see stats
By Saff the Halfling Sun Paladin level 38
76th Regrowth 123rd year of Ascendancy at 02:01 see stats
By Saff the Halfling Sun Paladin level 32
71st Haze 122nd year of Ascendancy at 02:03 see stats
By Saff the Halfling Sun Paladin level 49
23rd Dusk 123rd year of Ascendancy at 16:48 see stats
By Saff the Halfling Sun Paladin level 12
1st Flare 122nd year of Ascendancy at 06:17 see stats
By Saff the Halfling Sun Paladin level 42
51st Pyre 123rd year of Ascendancy at 03:15 see stats
By Saff the Halfling Sun Paladin level 26
3rd Haze 122nd year of Ascendancy at 23:33 see stats
By Saff the Halfling Sun Paladin level 19
39th Dusk 122nd year of Ascendancy at 08:03 see stats
By Saff the Halfling Sun Paladin level 50
73rd Dusk 123rd year of Ascendancy at 12:58 see stats
By Saff the Halfling Sun Paladin level 35
46th Regrowth 123rd year of Ascendancy at 05:57 see stats
Log
Forge-giant's cleansing fire area effect hits Saff for (36 absorbed), 36 fire (36 total damage).
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant's cleansing fire area effect hits Argoniel for (86 to bones), 0 fire (0 total damage).
Forge-giant's cleansing fire area effect hits Saff for (55 absorbed), 55 fire (55 total damage).
Forge-giant's cleansing fire area effect hits Greater multi-hued wyrm for 74 fire damage.
Forge-giant's cleansing fire area effect hits Saff for (36 absorbed), 36 fire (36 total damage).
Argoniel casts Epidemic.
Saff shrugs off Argoniel's 'Epidemic'!
Forge-giant hits Forge-giant for 0 fire damage.
Forge-giant casts Firebeam.
Forge-giant hits Saff for (36 absorbed), 36 fire (36 total damage).
Saff deactivates Retribution.
Saff unleashes the stored damage in retribution!
Talent Brandish is ready to use.
Acid Splash from Argoniel hits Saff for (14 absorbed), 30 acid (30 total damage).
Saff hits Argoniel for 788 light damage.
Saff hits Forge-giant for 1016 light damage.
Saff hits Greater multi-hued wyrm for 1016 light damage.
Burning from Forge-giant hits Saff for (37 absorbed), 37 fire (37 total damage).
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Saff casts Bathe in Light.
Forge-giant's cleansing fire area effect hits Argoniel for 56 fire damage.
Forge-giant's cleansing fire area effect hits Saff for 72 fire damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Forge-giant's cleansing fire area effect hits Argoniel for 86 fire damage.
Forge-giant's cleansing fire area effect hits Saff for 110 fire damage.
Forge-giant's cleansing fire area effect hits Greater multi-hued wyrm for 74 fire damage.
Forge-giant's cleansing fire area effect hits Saff for 72 fire damage.
Saff the level 50 halfling sun paladin was slowly cooked to death by a forge-giant on level 11 of High Peak.