









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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. 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 50 / 86% |
Size | big |
Lifes / Deaths | Killed by corrupted broken golem at level 21 on the 12nd Pyre 123rd year of Ascendancy at 08:37 0 / 8Killed by Shasshhiy'Kaish at level 22 on the 29th Pyre 123rd year of Ascendancy at 22:31 Killed by armoured skeleton warrior at level 27 on the 68th Pyre 123rd year of Ascendancy at 00:09 Killed by Mayutha the elven guard at level 29 on the 7th Mirth 123rd year of Ascendancy at 06:31 Killed by Xerilravena the xhaiak arachnomancer at level 37 on the 48th Dusk 123rd year of Ascendancy at 11:15 Killed by orc necromancer at level 50 on the 60th Pyre 124th year of Ascendancy at 23:38 Killed by Grand Necromancer Belada at level 50 on the 62nd Pyre 124th year of Ascendancy at 05:12 Killed by necrotic abomination at level 50 on the 62nd Pyre 124th year of Ascendancy at 07:52 |
Primary Stats
Strength | 104 (base 66) |
Dexterity | 88 (base 60) |
Constitution | 81 (base 36) |
Magic | 41 (base 11) |
Willpower | 29 (base 13) |
Cunning | 86 (base 60) |
Resources
Life | -860/2192 |
Psi | 159/159 |
Stamina | 302/380 |
Equilibrium | 0 |
Healing Factor | 1.9252415653743 |
Regeneration | 100.59387179081 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 3.2588341473601 |
See Stealth | 10 |
See Invisible | 17 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 160 |
Accuracy | 64 |
Crit Chance | 41% |
APR | 41 |
Speed | 0.80 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Nature | +17% |
Blight | +14% |
Arcane | +44% |
Cold | +20% |
All | +8% |
Offense: Damage Penetration
Arcane | +40% |
Nature | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 45 (50.574340358689%) |
Defense | 93 |
Ranged Defense | 93 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 34 |
Mental Save | 44 |
Defense: Resistances
Blight | + 20%( 70%) |
Arcane | + 17%( 70%) |
Mind | + 15%( 70%) |
All | + 12%( 70%) |
Darkness | + 32%( 70%) |
Light | + 28%( 70%) |
Temporal | + 18%( 70%) |
Physical | + 20%( 70%) |
Cold | + 32%( 70%) |
Fire | + 17%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Disarm Resistance | 39% |
Confusion Resistance | 12% |
Silence Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 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 148 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: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -474 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 947 life, 14 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 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 grave | 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! 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 | completed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Sleep (+1 level(s)). | done |
You failed to protect the temporal explorer from death by giant ice ant. Escort: temporal explorer (level 4 of Old Forest) | failed |
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 Horned Horror. * 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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed multi-hued wyrm scale. * You've found the needed storm wyrm claw. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed faerlhing fang. * You've found the needed electric eel tail. 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 red crystal shard. * You've found the needed ritch stinger. | 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 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 Clear | active |
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 | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+5 eff.) Mind save +10 (+3 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. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +11 Con offense ------ Physical Power +18 (+4 eff.) Damage +15% arcane +9% nature Ignore resists +5% arcane +15% nature Accuracy +7 (+2 eff.) defense ------ Armor +15 Hardiness +6% Resistance +5% arcane +9% physical Physical save +6 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +39% Unarmed combat: Weapon Damage 142% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On Hit: 5% Stone Touch level 5 On Hit: 10% Perfect Control level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +30 (+6 eff.) Fatigue +3% Resistance +15% light +6% fire +16% darkness +12% nature Mind save +9 (+3 eff.) Life +100.00 Silence Resist +20% A cap made of leather. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Ego+] Nature While equipped: Stats +3 Str defense ------ Physical save +9 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+2 eff.) Life +72.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +1 Str +4 Dex +2 Wil +1 Cun offense ------ Physical Power +17 (+4 eff.) Spellpower +19 (+6 eff.) Mindpower +13 (+4 eff.) Damage +8% all On-Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% mind Life +97.00 Life Regen +25.00 Healmod +20% Stun Resist +50% other ------- Light +3 Infravision +3 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +4 Mag +8 Cun offense ------ Critical power +10.00% Damage +12% arcane Accuracy +7 (+2 eff.) defense ------ Spell save +9 (+5 eff.) Life +66.00 Life Regen +19.00 Healmod +13% Stun Resist +50% other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Str +8 Mag +7 Wil offense ------ Critical power +11.00% Accuracy +7 (+2 eff.) Ignore Armor +14 defense ------ Armor +4 Resistance +6% nature Crit Resistance 15.00% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +7 Dex +7 Mag +7 Wil +7 Cun offense ------ Damage +6% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +9% blight +6% darkness Life +163.00 Life Regen +8.00 Healmod +17% A suit of armour made of leather. |
Light source | ![]() 0.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ Spellpower +9 (+3 eff.) When Hit: * 22% chance to reduce strength, dexterity, and constitution by 22 * 27% chance to reduce damage dealt by 22% defense ------ Defense +10 (+2 eff.) Resistance +19% cold +3% light +7% temporal Crit Resistance 15.00% Blind Resist +29% Confus Resist +12% Out-of-Phase Defense +14 Out-of-Phase Resistance +12% Out-of-Phase Resilience +21% other ------- Light +10 See Stealth +10 See Invisibility +17 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +15 (+4 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -6% Life +61.00 other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +4 Dex +5 Cun +5 Con offense ------ Physical Crit +13.0% Mind Crit +13% Physical Power +12 (+3 eff.) Damage +9% arcane +12% cold Ignore resists +10% arcane defense ------ Resistance +3% cold Physical save +14 (+4 eff.) Anomaly Control +17 Life +120.00 other ------- Max mana +70.00 Max stamina +65.00 Max hate +18.00 Max psi +40.00 Max vim +33.00 Max positive +39.00 Max negative +36.00 Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] 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 8 turns. While Heroism is active, you will only die when reaching -238 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 476 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 897% 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. 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% 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 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 increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 420 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 33% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 23 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 [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 19 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 T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 19%, your defense is increased by 19 and all your resistances by 19%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 180 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 456 damage for 6 turns. 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 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 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 44 up to 7 times. 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +13 Lck offense ------ Physical Crit +2.0% Damage +9% physical Ignore resists +10% physical Accuracy +11 (+3 eff.) defense ------ Defense +36 (+7 eff.) Resistance +18% cold +3% physical Resist unseen 14% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Cun offense ------ Damage +27% fire Ignore resists +15% fire +25% light +25% nature defense ------ Resistance +9% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 29 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (143). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Cun +3 Con offense ------ Damage +12% cold Ignore resists +15% cold +25% physical Ignore Armor +11 defense ------ Armor +6 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.22 Technique/Pugilism +0.22 Technique/Finishing moves Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +25% lightning Blind Resist +31% Stun Resist +32% other ------- Infravision +8 Sight +2 See Invisibility +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% fire +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ Critical power +18.00% Spellpower +10 (+3 eff.) Damage +7% blight +11% fire defense ------ Fatigue -9% Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +15 (+5 eff.) Spell save +18 (+8 eff.) Mind save +20 (+7 eff.) Blind Resist +29% other ------- Infravision +6 Sight +2 See Invisibility +8 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +28% temporal Blind Resist +24% Pinning Resist +42% Knockbk Resist +35% other ------- Infravision +8 Sight +2 See Invisibility +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.50 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 [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +6% mind Accuracy +14 (+4 eff.) Ignore Armor +14 When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +14 (+2 eff.) Mind save +18 (+6 eff.) other ------- Hate-on-crit +5.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +10 Mag +6 Con offense ------ Spell Crit +6% defense ------ Resistance +5% arcane +15% blight Physical save +12 (+4 eff.) other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 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 [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +10 (+3 eff.) defense ------ Mind save +12 (+4 eff.) Confus Resist +35% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Mag +10 Wil +2 Con offense ------ Spellpower +16 (+5 eff.) Damage +12% arcane defense ------ Resistance +5% arcane +9% cold Spell save +15 (+7 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Cun +6 Mag offense ------ Spellpower +6 (+2 eff.) Damage +15% acid defense ------ Resistance +30% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +8 (+4 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Physical save +8 (+2 eff.) Spell save +7 (+4 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +4 Cun +6 Dex offense ------ Accuracy +16 (+4 eff.) Ignore Armor +8 defense ------ Defense +9 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex offense ------ Accuracy +9 (+3 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 10 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 13% 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 +6.00 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: 11 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 T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+1 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +60.00 Life Regen +12.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Con defense ------ Physical save +10 (+3 eff.) Blind Resist +32% other ------- Infravision +4 See Stealth +11 See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Spell save +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Arcane Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 light Damage Against +20% Undead On-Hit, radius 1 +20 mind +16 cold On Hit: * 20% chance to reduce all saves and defense by 27 While equipped: Stats +3 Dex +6 Mag +2 Cun other ------- See Invisibility +9 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Master/Psionic Weapon Damage 158% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +14 mind On Hit: * 28% chance to reduce all saves and defense by 27 While equipped: Stats +9 Str +9 Cun +5 Wil offense ------ Damage +14% physical Accuracy +13 (+4 eff.) Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 168% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +20 Con +13 Wil offense ------ Ignore resists +16% physical Accuracy +26 (+7 eff.) Ignore Armor +17 defense ------ Life +111.00 Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +14 blight On Hit: 20% Curse of Defenselessness level 5 On Hit: 20% Epidemic level 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 22 While equipped: defense ------ Disease Resist +23% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 148% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +22 (+6 eff.) Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 185% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 74 lightning damage (1/turn) While equipped: offense ------ Damage +26% lightning Ignore resists +41% lightning Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Dex offense ------ Physical Crit +16.0% Physical Power +14 (+3 eff.) Combat Speed +10% Accuracy +27 (+7 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Master Weapon Damage 174% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +6 Dex offense ------ Physical Crit +14.0% Physical Power +14 (+3 eff.) Combat Speed +10% Accuracy +27 (+7 eff.) Massive two-handed swords. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +32 acid +44 nature While equipped: offense ------ Physical Crit +15.0% Ignore resists +26% acid +12% nature Accuracy +17 (+5 eff.) Ignore Armor +14 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +26 cold While equipped: offense ------ Damage +23% cold Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 152% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +6 Dex +11 Mag +7 Wil +6 Cun +13 Con offense ------ Physical Crit +9.0% Physical Power +10 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +4.5% Attack Speed 100% Ignore Shields +16% While equipped: offense ------ Ignore resists +5% physical Accuracy +14 (+4 eff.) Ignore Armor +8 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Disrupt/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Damage Against +21% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Ignore resists +12% physical Accuracy +15 (+4 eff.) Ignore Armor +10 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 158% Range: 1.0x-1.4x Uses 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 +45 lightning +36 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Move Speed +50% Damage +3% nature Ignore resists +25% lightning +14% cold +10% temporal +14% all Accuracy +25 (+7 eff.) Ignore Armor +15 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% nature +9% temporal Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +5 Cun +5 Mag offense ------ Mind Crit +2% Spellpower/crit +4 Damage +12% mind Ignore Shields +20% other ------- Mana-on-crit +2.00 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego++] Arcane/Nature Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Death level 5 While equipped: Stats +10 Str +8 Dex +10 Mag +9 Wil +9 Cun +9 Con Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Ego+] Master/Psionic Weapon Damage 157% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +13 darkness Damage Against +18% Living While equipped: offense ------ Ignore resists +13% all Accuracy +8 (+2 eff.) Ignore Armor +10 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Wil, 30% Mag Damage Darkness Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+4 eff.) Mindpower +12 (+4 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to reduce armor by 32% While equipped: Stats +6 Str +4 Mag +8 Cun +6 Con offense ------ Mind Crit +5% Critical power +25.00% Mindpower +10 (+3 eff.) defense ------ Resistance +5% physical other ------- Max stamina +30.00 Infravision +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +17 (+6 eff.) On-Hit 14 physical Damage +11% physical Ignore resists +13% physical defense ------ Resistance +16% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Disrupt Weapon Damage 114% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% Damage Against +23% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On Critical: * Deals 73 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 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. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +7 Dex +8 Mag offense ------ Spell Crit +14% Spellpower +9 (+3 eff.) Damage +20% physical Ignore resists +10% lightning defense ------ Resistance +5% arcane other ------- See Invisibility +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Weapon Damage 152% 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 +5 Wil offense ------ Spell Crit +5% Critical power +36.00% Spellpower +36 (+12 eff.) On-Hit 31 fire Damage +42% cold +9% temporal Ignore resists +15% blight Ignore Shields +30% defense ------ Defense +25 (+5 eff.) Shield Power +19% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.12 See Invisibility +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [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: Stats +6 Mag +6 Cun +9 Con offense ------ Spell Crit +5% Critical power +20.00% Spellpower +30 (+10 eff.) Damage +30% darkness other ------- Mana/turn +0.59 Negative/turn +0.20 Vim-on-crit +6.00 Max vim +31.00 Max negative +39.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [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% Spellpower +28 (+9 eff.) Damage +30% temporal defense ------ Armor +7 Hardiness +6% Physical save +12 (+4 eff.) other ------- Mana/turn +0.38 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +28 (+9 eff.) Damage +25% cold Ignore Shields +26% defense ------ Defense +18 (+3 eff.) Shield Power +6% other ------- Max mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [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% Spellpower +26 (+8 eff.) Damage +30% blight +30% fire +30% darkness +30% acid defense ------ Resistance +15% blight +15% fire +15% darkness +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] 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 +5 Con offense ------ Spell Crit +5% Spellpower +22 (+7 eff.) Damage +30% fire defense ------ Life Regen +1.70 Healmod +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] 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 +6 Con offense ------ Spell Crit +5% Spellpower +20 (+6 eff.) Damage +30% lightning defense ------ Life Regen +1.30 Healmod +21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Ego+] 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 ------ Physical Crit +7.0% Spell Crit +8% Physical Power +11 (+2 eff.) Spellpower +24 (+8 eff.) Damage +30% arcane Accuracy +10 (+3 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 Reqs Mag 48 [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% Spellpower +15 (+5 eff.) Damage +30% physical defense ------ Resistance +15% physical other ------- Mana/turn +0.29 Max mana +83.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [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 +15% Spellpower +15 (+5 eff.) Damage +30% fire defense ------ Resistance +11% darkness +9% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +5% Out-of-Phase Resilience +22% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [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% Spellpower +15 (+5 eff.) Damage +30% acid defense ------ Resistance +15% acid +10% temporal +14% darkness Out-of-Phase Defense +19 Out-of-Phase Resistance +7% Out-of-Phase Resilience +17% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +16 fire Uses 2.0 Steam While equipped: offense ------ Physical Crit +4.0% Damage +15% fire Accuracy +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +10% all Accuracy +20 (+5 eff.) Ignore Armor +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Ego++] Arcane/Master/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +111 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con offense ------ Physical Crit +9.0% Critical power +29.00% Ignore Armor +10 When Hit: * 13% chance to reduce armor by 32% defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +18% acid other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 147% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +107 Uses 1.0 Steam While equipped: offense ------ Physical Crit +10.0% Critical power +25.00% Ignore Armor +11 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 151% Range: 1.0x-1.4x Uses 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 +8 light On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +1 Dex offense ------ Combat Speed +10% Ignore resists +20% arcane Accuracy +25 (+7 eff.) defense ------ Resistance +9% cold Crit Resistance 15.00% Disarm Resist +20% One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Master Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +5 Str +4 Dex offense ------ Combat Speed +10% Damage +11% physical Accuracy +28 (+7 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +3 Cun +10 Con offense ------ Damage +9% fire When Hit 8 cold defense ------ Resistance +9% light Crit Resistance 15.55% Life +58.00 other ------- Light +3 A belt that goes around your waist. |
![]() 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 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +6% acid Against +20% Summoned When Hit 4 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +3% acid +6% mind Resist Against +15% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con offense ------ Mind Crit +3% Critical power +20.00% Physical Power +11 (+2 eff.) Damage +6% acid +15% temporal When Hit 8 mind 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Physical save +8 (+2 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil offense ------ Against +26% Summoned defense ------ Resist Against +19% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Master/Psionic While equipped: offense ------ Mindpower +9 (+3 eff.) Damage +20% physical Ignore resists +13% physical defense ------ Physical save +11 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Wil offense ------ Physical Power +3 (+1 eff.) Ignore resists +5% mind defense ------ Resistance +9% acid Crit Resistance 15.00% Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: Stats +4 Cun +6 Dex offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Accuracy +5 (+2 eff.) Ignore Armor +7 defense ------ Defense +3 (+0 eff.) Fatigue -5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +5 Wil offense ------ Spell Crit +4% defense ------ Defense +2 (+0 eff.) Spell save +11 (+6 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +5 Str +6 Mag +5 Wil offense ------ Damage +15% fire Ignore resists +10% physical Accuracy +15 (+4 eff.) defense ------ Defense +10 (+2 eff.) Resistance +2% physical +6% mind +9% all other ------- Mana/turn +0.21 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Damage +7% acid +7% physical +7% fire +8% cold defense ------ Resistance +11% acid +11% physical +11% fire +12% cold +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag offense ------ Spell Crit +6% Spellpower +5 (+1 eff.) Damage +19% light +30% mind Ignore resists +15% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +7 (+1 eff.) Resistance +12% temporal +13% darkness +9% light +30% mind +15% all Spell save +25 (+10 eff.) Life +45.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: Stats +4 Str +6 Mag +5 Wil +4 Cun offense ------ Damage +24% lightning +12% acid defense ------ Resistance +36% lightning +6% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +6 Str +7 Mag +6 Wil offense ------ Damage +15% lightning +13% physical +24% nature +20% cold Ignore resists +5% nature When Hit 6 blight On-Hit (Melee): * 10% chance to slow global speed by 54% * 20% chance to reduce strength, dexterity, and constitution by 22 defense ------ Resistance +10% lightning +8% cold +3% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +13% physical defense ------ Resistance +20% darkness +13% physical +16% mind +15% all Physical save +10 (+3 eff.) Spell save +17 (+8 eff.) Mind save +31 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +8% acid +10% physical +11% fire +11% cold defense ------ Resistance +14% acid +16% physical +15% darkness +12% fire +14% cold +10% mind +13% all Physical save +13 (+4 eff.) Spell save +16 (+7 eff.) Mind save +27 (+9 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +13 (+4 eff.) Damage +10% all defense ------ Resistance +18% darkness +10% mind +13% all Physical save +17 (+5 eff.) Spell save +14 (+7 eff.) Mind save +29 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Psionic While equipped: offense ------ Damage +18% mind When Hit 6 mind defense ------ Armor +6 Defense +15 (+3 eff.) Resistance +6% lightning +16% darkness +20% mind +15% all Physical save +16 (+5 eff.) Spell save +17 (+8 eff.) Mind save +33 (+11 eff.) Unlife -40.00 life Life +40.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +13 (+4 eff.) Spellpower/crit +4 defense ------ Resistance +15% all Silence Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +10% Spellpower +29 (+9 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.16 Max mana +64.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +12% acid defense ------ Resistance +18% acid +7% all Mind save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) defense ------ Resistance +5% blight +15% all Mind save +24 (+8 eff.) Life +61.00 Life Regen +3.00 Healmod +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +7 Mag offense ------ Damage +19% light +26% darkness defense ------ Armor +5 Defense +6 (+1 eff.) Resistance +48% darkness +15% light +15% all Life +48.00 other ------- Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +8 Mag +9 Wil offense ------ Spell Crit +4% Spellpower +24 (+8 eff.) Spellpower/crit +5 Damage +26% arcane +10% temporal defense ------ Resistance +15% all Silence Resist +33% other ------- Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +20% Spellpower +26 (+8 eff.) Damage +13% arcane +28% temporal defense ------ Resistance +15% all other ------- Mana/turn +0.34 Max mana +145.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Critical power +11.00% Damage +7% acid +7% physical +8% fire +8% cold defense ------ Resistance +11% acid +12% physical +11% fire +11% cold +7% all other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 63% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane While equipped: Stats +10 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +14 (+4 eff.) Damage +7% acid +7% blight defense ------ Armor +4 Fatigue +3% Resistance +3% acid Blind Resist +10% Disease Resist +45% Pinning Resist +20% other ------- Mana/turn +0.21 Max mana +30.00 Max psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +10 Str +5 Mag +5 Wil +10 Con offense ------ Damage +6% blight +10% physical +12% arcane Ignore resists +20% blight When Hit 6 fire defense ------ Armor +5 Resistance +15% blight Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.11 Size +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +2.0% defense ------ Armor +5 Fatigue +4% Resistance +5% arcane +24% cold Spell save +6 (+3 eff.) other ------- Stamina/turn +4.20 Max stamina +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +4 Cun +2 Con offense ------ Critical power +15.00% Move Speed +25% Damage +9% fire defense ------ Armor +5 Fatigue +4% Resistance +2% physical +6% fire Silence Resist +39% Confus Resist +39% Stun Resist +24% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.3 Power cost 15 out of 15/15. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 3 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 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Con +4 Wil offense ------ Mindpower +6 (+2 eff.) Ignore resists +8% physical defense ------ Armor +12 Resistance +7% acid +14% fire +9% lightning +8% cold Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 25 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +32% Stun Resist +33% 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 T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 20 light Damage +10% light +24% acid Ignore resists +15% lightning +25% acid defense ------ Armor +3 Resistance +18% acid +21% light +9% lightning Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On Hit: 20% Searing Light level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 125% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 187.10 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil +4 Cun offense ------ On-Hit 4 acid 6 fire 6 cold 5 lightning defense ------ Armor +3 Resistance +7% light +7% darkness other ------- Infravision +2 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-hit +6 ice +12 fire +21 acid +14 lightning On-crit, radius 2 +36 light +13 darkness Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 59.75 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Spell Crit +2% Critical power +10.00% On-Hit 9 blight Damage +6% blight +6% darkness defense ------ Armor +2 Defense +10 (+2 eff.) Fatigue +3% Resistance +16% blight +3% fire +12% light other ------- Max vim +10.00 Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +7 blight On Hit: 20% Soul Rot level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +5% arcane defense ------ Armor +2 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-hit +6 arcane On-crit, radius 2 +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Armor +9 Fatigue +5% Mind save +5 (+2 eff.) Life +48.00 Unarmed combat: Weapon Damage 146% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +15 Critical Rate +17.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +3 Con offense ------ On-Hit 7 physical Damage +6% physical defense ------ Armor +8 Physical save +15 (+5 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +28% Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-hit +5 physical On-Hit, radius 1 +9 physical On-crit, radius 2 +7 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Sand Breath level 3 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 39 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +7 (+2 eff.) Accuracy +13 (+4 eff.) Ignore Armor +10 defense ------ Armor +3 Resistance +8% blight Physical save +7 (+2 eff.) Spell save +20 (+9 eff.) Mind save +5 (+2 eff.) Disarm Resist +23% Unarmed combat: Weapon Damage 130% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +15 Critical Rate +5.0% Attack Speed 125% On Hit: 10% Perfect Control level 5 On Hit: * 17% chance to slow global speed by 54% * 20% chance to reduce armor by 32% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 17 temporal On-Ranged-Hit 12 temporal Damage +9% temporal Accuracy +6 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +15% darkness +13% temporal other ------- Infravision +4 Unarmed combat: Weapon Damage 138% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +15 Critical Rate +21.0% Attack Speed 100% On-hit +18 darkness On Crit: 10% Dominate level 5 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Damage +15% physical +12% fire Ignore Armor +1 defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +5% Resistance +12% fire +15% cold Physical save +9 (+3 eff.) Unlife -40.00 life other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+5 eff.) Mindpower +15 (+5 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Ignore resists +20% physical Ignore Armor +2 defense ------ Armor +17 Defense +20 (+4 eff.) Fatigue +4% Resistance +3% light other ------- Infravision +2 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] Disrupt/Master While equipped: Stats +7 Dex defense ------ Armor +5 Fatigue +5% Resistance +6% nature +14% blight 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/Psionic While equipped: Stats +4 Cun +3 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +8% acid +10% fire +15% lightning +13% cold 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/Master While equipped: Stats +7 Cun offense ------ Accuracy +9 (+3 eff.) When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Defense +8 (+1 eff.) Fatigue +5% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Disrupt While equipped: defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% nature +36% blight Resist Against +10% Unnatural A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Nature/Master While equipped: defense ------ Armor +18 Defense +5 (+1 eff.) Fatigue +12% Resistance +9% acid +6% physical +9% cold +11% lightning +12% fire Life +72.00 Life Regen +8.00 Healmod +16% A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ On-Hit 9 fire On-Ranged-Hit 9 fire Damage +3% acid defense ------ Armor +22 Defense +20 (+4 eff.) Fatigue +8% Resistance +26% physical +6% light +3% cold +53% fire +18% nature +9% mind Mind save +15 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +10 Dex +2 Mag +11 Cun +5 Con offense ------ Physical Crit +6.0% Critical power +18.00% Physical Power +9 (+2 eff.) defense ------ Armor +16 Defense +30 (+6 eff.) Fatigue +8% Resistance +17% light +18% darkness other ------- Infravision +3 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+5 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 12 out of 16/16. Range melee/personal Cooldown: 4 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 116.86 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+2 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +5 Str +6 Dex +5 Mag +16 Wil +13 Cun defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Mind save +25 (+8 eff.) Life +54.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego] Arcane While equipped: defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +17% light +16% darkness +5% arcane Spell save +19 (+8 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +5 Wil defense ------ Armor +16 Defense +26 (+5 eff.) Fatigue +8% Resistance +27% blight +14% darkness Mind save +18 (+6 eff.) other ------- Light +1 A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +6 Str +3 Dex +4 Wil offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Damage +15% arcane Ignore Shields +30% defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +14% blight +11% physical +36% darkness other ------- Max vim +20.00 Light +4 See Invisibility +6 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +5 Defense +6 (+1 eff.) Fatigue +7% Resistance +5% acid +7% cold Life +39.00 Life Regen +4.90 Healmod +12% other ------- Breathe water A suit of armour made of leather. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+4 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+9 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con offense ------ Physical Crit +14.0% Physical Power +12 (+3 eff.) defense ------ Armor +21 Fatigue +8% Physical save +14 (+4 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Resistance +17% physical other ------- Wards +6 lightning +5 temporal +4 darkness +5 fire +8 nature +5 blight +5 cold +6 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 179% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +12.0% Capacity 18 On Critical: * Wound the target dealing 304 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) 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 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) 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 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +7 Str +2 Wil offense ------ Damage +6% nature +6% light Ignore resists +10% cold defense ------ Resistance +10% nature other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 11 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.07 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.07 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% nature +6% darkness defense ------ Resistance +6% nature Life +40.00 other ------- Light +3 See Invisibility +9 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.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 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. |
![]() 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 orb [Plot Item] Unknown Activate a portal. Uses 10 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 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: 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 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life 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 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 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. |
![]() 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 425.88 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. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Master Weapon Damage 176% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +15.0% Capacity 21 Projectile Speed +200% On-ranged-hit +15 cold Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego] Arcane/Psionic Weapon Damage 167% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 Auto Reload 6 On-ranged-hit +17 temporal +18 mind On Hit: * 8% chance to gain 10% of a turn (3/turn limit) * 28% chance to reduce all saves and defense by 27 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Mag defense ------ Armor +6 Resistance +5% arcane Life Regen +2.00 Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+3 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 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+3 eff.) When Hit: * 18% chance to slow global speed by 54% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+9 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% darkness +10% blight Ignore resists +10% darkness defense ------ Resistance +15% acid +3% cold +6% nature +3% blight Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. It was corrupted by the digestive sack. |
![]() 2.0 Encumbrance T5 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 983 Base Damage: 433 Armor: 18 All Resist: 21 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+3 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 152.28 temporal and 152.28 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 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 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 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 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. |
Achievements
By Naralir the Cornac Brawler level 34
36th Dusk 123rd year of Ascendancy at 04:43 see stats
By Naralir the Cornac Brawler level 48
75th Regrowth 124th year of Ascendancy at 20:15 see stats
By Naralir the Cornac Brawler level 34
34th Dusk 123rd year of Ascendancy at 04:40 see stats
By Naralir the Cornac Brawler level 46
10th Decay 123rd year of Ascendancy at 19:18 see stats
By Naralir the Cornac Brawler level 37
45th Dusk 123rd year of Ascendancy at 21:15 see stats
By Naralir the Cornac Brawler level 23
31st Pyre 123rd year of Ascendancy at 18:17 see stats
By Naralir the Cornac Brawler level 31
7th Flare 123rd year of Ascendancy at 15:32 see stats
By Naralir the Cornac Brawler level 36
41st Dusk 123rd year of Ascendancy at 19:08 see stats
By Naralir the Cornac Brawler level 36
41st Dusk 123rd year of Ascendancy at 13:06 see stats
By Naralir the Cornac Brawler level 20
8th Decay 122nd year of Ascendancy at 12:50 see stats
By Naralir the Cornac Brawler level 42
32nd Haze 123rd year of Ascendancy at 22:52 see stats
By Naralir the Cornac Brawler level 10
2nd Flare 122nd year of Ascendancy at 18:56 see stats
By Naralir the Cornac Brawler level 20
7th Decay 122nd year of Ascendancy at 18:10 see stats
By Naralir the Cornac Brawler level 30
9th Mirth 123rd year of Ascendancy at 14:18 see stats
By Naralir the Cornac Brawler level 40
51st Dusk 123rd year of Ascendancy at 23:43 see stats
By Naralir the Cornac Brawler level 50
8th Pyre 124th year of Ascendancy at 08:17 see stats
By Naralir the Cornac Brawler level 21
33rd Regrowth 123rd year of Ascendancy at 12:36 see stats
By Naralir the Cornac Brawler level 49
8th Pyre 124th year of Ascendancy at 07:47 see stats
By Naralir the Cornac Brawler level 29
7th Mirth 123rd year of Ascendancy at 21:37 see stats
By Naralir the Cornac Brawler level 40
73rd Dusk 123rd year of Ascendancy at 22:16 see stats
By Naralir the Cornac Brawler level 19
3rd Decay 122nd year of Ascendancy at 11:47 see stats
By Naralir the Cornac Brawler level 36
41st Dusk 123rd year of Ascendancy at 22:00 see stats
By Naralir the Cornac Brawler level 37
48th Dusk 123rd year of Ascendancy at 10:58 see stats
By Naralir the Cornac Brawler level 11
7th Flare 122nd year of Ascendancy at 19:58 see stats
By Naralir the Cornac Brawler level 15
56th Haze 122nd year of Ascendancy at 04:37 see stats
By Naralir the Cornac Brawler level 41
24th Haze 123rd year of Ascendancy at 08:46 see stats
By Naralir the Cornac Brawler level 21
72nd Regrowth 123rd year of Ascendancy at 04:35 see stats
By Naralir the Cornac Brawler level 26
66th Pyre 123rd year of Ascendancy at 09:36 see stats
By Naralir the Cornac Brawler level 17
79th Haze 122nd year of Ascendancy at 13:55 see stats
By Naralir the Cornac Brawler level 33
33rd Dusk 123rd year of Ascendancy at 12:19 see stats
Log
Talent Double Strike is ready to use.
Weakness Disease from Orc necromancer hits Naralir for (45 flat reduction), 0 blight (0 total damage).
Rotting Disease from Orc necromancer hits Naralir for (45 flat reduction), 0 blight (0 total damage).
Orc necromancer hits Naralir for (57 flat reduction), (163 reacted , -5 stam), 183 cold (183 total damage).
Orc necromancer casts Black Ice.
Orc necromancer's spell attains critical power!
Orc necromancer hits Naralir for (57 flat reduction), (107 to ice), 161 cold (161 total damage).
Naralir uses Infusion: Wild.
Naralir is free from the hex.
Naralir is free from the ice.
Naralir is cured!
Naralir lessens the pain.
Naralir uses Butterfly Kick.
Naralir performs a melee critical strike against Necrotic abomination!
Naralir performs a melee critical strike against Orc necromancer!
You collect a new ingredient: orc heart (1).
Naralir performs a melee critical strike against Orc necromancer!
Naralir performs a melee critical strike against Ghoul!
Naralir damages herself through Martyrdom!
Ghoul hits Naralir for (23 flat reduction), 0 physical (0 total damage).
Orc necromancer hits Naralir for (55 flat reduction), 0 cold (0 total damage).
Naralir hits Ghoul for (166 resilience), 541 physical (541 total damage).
Naralir hits Orc necromancer for 587 physical damage.
Naralir hits Necrotic abomination for 593 physical damage.
Necrotic abomination hits Naralir for (26 flat reduction), 0 physical (0 total damage).
Necrotic abomination uses Spit Blight.
Naralir killed Orc necromancer!
Necrotic abomination hits Naralir for (57 flat reduction), 124 blight (124 total damage).
Naralir the level 50 cornac brawler was tainted to death by a necrotic abomination on level 1 of Hidden Vault - Rak'shor Pride (1).