











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.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Crug's Tooltip Width 1.5.0Tooltip width is all Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 50 / 288% |
Size | big |
Lifes / Deaths | Killed by Xanimith the elven warrior at level 26 on the 14th Dearth 123rd year of Ascendancy at 14:09 6 / 1 |
Primary Stats
Strength | 128 (base 60) |
Dexterity | 44 (base 21) |
Constitution | 65 (base 46) |
Magic | 11 (base 7) |
Willpower | 99 (base 65) |
Cunning | 76 (base 40) |
Resources
Life | 2580/2580 |
Stamina | 524/524 |
Equilibrium | 30 |
Healing Factor | 1.6041355335885 |
Regeneration | 30.289634951513 |
Speed
Mental | +9.33340186071% |
Attack | +9.33340186071% |
Movement | +91.97524696759% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
See Stealth | 6 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 170 |
Accuracy | 60 |
Crit Chance | 58% |
APR | 12 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 0 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 57% |
Speed | 0.9146335730722 |
Offense: Damage Bonus
Acid | +37% |
Blight | +22% |
Physical | +32% |
Cold | +57% |
All | 0% |
Darkness | +28% |
Lightning | +22% |
Mind | +6% |
Fire | +32% |
Nature | +70% |
Offense: Damage Penetration
Acid | +33% |
Blight | +33% |
Physical | +33% |
Cold | +52% |
All | 0% |
Lightning | +52% |
Darkness | +53% |
Fire | +33% |
Nature | +53% |
Defense: Base
Armour (hardiness) | 117.77061571992 (100%) |
Defense | 61 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 76 |
Spell Save | 67 |
Mental Save | 72 |
Defense: Resistances
Acid | + 71%( 77%) |
Blight | + 53%( 77%) |
Physical | + 25%( 77%) |
Cold | + 48%( 77%) |
All | + 18%( 77%) |
Lightning | + 44%( 77%) |
Temporal | + 20%( 77%) |
Darkness | + 37%( 77%) |
Fire | + 43%( 77%) |
Nature | + 66%( 77%) |
Defense: Immunities
Stun Resistance | 77% |
Confusion Resistance | 31% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Poison Resistance | 50% |
Blind Resistance | 48% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Infusions | Effective talent level: 2.5 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 mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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 Strength stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Two-handed assault | 1.69 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Wild-gift / Harmony | 1.49 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Icy Skin |
talent | Elemental Harmony |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
detrimental effect | Zone-wide effect: +20 defense, +20 all saves, -20 spell power. Disciplined Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by giant lightning ant. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by patchwork troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by master vampire. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1182. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* 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. * You have destroyed Gorbat. | 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 ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Master/Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind defense ------ Blind Resist +31% Confus Resist +11% other ------- Light +9 See Stealth +6 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. The set is complete. While equipped: Stats +5 Str +5 Wil +5 Con +10 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 6.8 Power cost 45 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 8 into utter confusion (power: 60%) for 3 turns. The sound wave is so strong, your foes also take 300.48 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: defense ------ Armor +12 Resistance +3% temporal +1% physical Physical save +3 (+1 eff.) Spell save +15 (+4 eff.) Life Regen +4.00 Confus Resist +20% other ------- Stamina/turn +1.00 Max stamina +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 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. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +9 Cun offense ------ On-Hit 30 physical On-Ranged-Hit 25 physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 20% chance to reduce all saves and defense by 35 defense ------ Stun Resist +60% other ------- Hate-on-crit +3.00 Max hate +14.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Damage +15% acid defense ------ Armor +16 Resistance +30% acid other ------- Max stamina +30.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: defense ------ Armor +4 Defense +9 (+2 eff.) Max Resistance +7% all Physical save +17 (+4 eff.) other ------- Masteries +0.39 Wild-gift/Harmony +0.39 Technique/Two-handed assault Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Rare] Nature Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +20 nature On-crit, radius 2 +29 lightning +37 cold On Hit: * 20% chance to slow global speed by 63% While equipped: offense ------ Mind Crit +8% Critical power +20.00% Move Speed +35% Ignore resists +19% lightning +19% cold defense ------ Mind save +6 (+2 eff.) Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +5 Cun offense ------ Physical Crit +9.0% Mind Crit +10% Damage +6% darkness Ignore resists +20% darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +20% darkness Mind save +6 (+2 eff.) other ------- Hate-on-crit +2.00 Max psi +20.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+3 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. The set is complete. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +20 (+5 eff.) Fatigue +8% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +240.00 Devouring Flame: Effective talent level: 6.8 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 69.13 fire damage in a radius of 5 each turn for 10 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 138 then cleanse 1 wound, poison, and disease effect. 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: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. 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 instantly heal yourself for 255 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 312 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 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 -648 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 648 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -863 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 863 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] 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 464% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% 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. 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: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 780% 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 744% 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: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 595% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 814% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. 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: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 606 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 4 darkness, 3 fire, 5 light, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 546.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 74.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. 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 3 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 28%, your defense is increased by 28 and all your resistances by 28%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 650% for 10 turns (0 total) and instantly restoring 32 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1614% for 10 turns (0 total) and instantly restoring 80 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 39 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. 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 [Normal] Arcane When inscribed on your body: Cooldown: 12 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 61 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 64 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 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: 12 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 98 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 118 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 123 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 Constitution 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 [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 400 damage for 6 turns. 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: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 5 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: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 290 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 532 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 37 up to 2 times. 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 [Normal] Arcane When inscribed on your body: Cooldown: 14 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 32 up to 3 times. 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 [Normal] Arcane When inscribed on your body: Cooldown: 16 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 42 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 15 up to 4 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 180 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Spell Crit +3% Critical power +20.00% Spellpower/crit +8 Ignore resists +25% arcane +15% fire Ignore Shields +20% defense ------ Armor +4 Defense +6 (+1 eff.) Max Resistance +3% all Physical save +13 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+0 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Mindpower +25 (+6 eff.) Damage +9% fire When Hit 6 mind defense ------ Defense +10 (+2 eff.) Resistance +13% physical Physical save +9 (+3 eff.) other ------- Stamina/turn +0.90 EQ when Hit +0.32 Hate-on-crit +2.00 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +25% mind On-Hit (Melee): * 20% chance to slow global speed by 63% * 10 arcane resource burn defense ------ Resistance +30% lightning +9% darkness Spell save +6 (+2 eff.) Stun Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +9% darkness defense ------ Resistance +5% arcane +6% acid Spell save +3 (+1 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +15% lightning +6% light +6% acid Ignore resists +25% lightning +15% acid When Hit 6 lightning defense ------ Fatigue -7% Life Regen +3.00 other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Dex offense ------ Damage +21% nature Ignore resists +25% lightning When Hit 10 light defense ------ Resistance +12% nature +18% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+0 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 1 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+9 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (100). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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 T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +15% darkness defense ------ Resistance +21% lightning +15% fire +12% blight Crit Resistance 10.00% Physical save +9 (+3 eff.) Cut Resist +20% Confus Resist +10% Stun Resist +31% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 50 out of 80/80. Range melee/personal Cooldown: 37 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +14.00% Spellpower +10 (+1 eff.) Damage +7% blight +12% fire defense ------ Resistance +19% mind Confus Resist +37% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +13% nature +10% blight Poison Resist +26% Disease Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +11.00% Accuracy +6 (+1 eff.) Ignore Armor +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +20% lightning Blind Resist +19% Stun Resist +36% other ------- Infravision +4 Sight +2 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +12 (+3 eff.) Spell save +11 (+3 eff.) Mind save +13 (+4 eff.) Blind Resist +11% other ------- Infravision +4 Sight +2 See Invisibility +5 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +17.00% Accuracy +5 (+1 eff.) Ignore Armor +13 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 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% mind Accuracy +11 (+2 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce armor by 5% * 20% chance to reduce all saves and defense by 35 defense ------ Defense +11 (+2 eff.) Resistance +21% acid +21% fire Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% 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 [Rare] Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +11 (+2 eff.) Damage +9% acid Ignore resists +25% darkness +25% mind On-Hit (Melee): * 20% chance to reduce armor by 5% defense ------ Resistance +15% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Dex +7 Mag +7 Wil offense ------ Spellpower +13 (+4 eff.) Spellpower/crit +10 Damage +3% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Resistance +25% acid +30% fire +22% lightning +26% cold Life Regen +9.00 Stun Resist +50% other ------- Max vim +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +7 Wil offense ------ Mindpower +12 (+3 eff.) Damage +12% acid +12% darkness Ignore resists +5% light When Hit 8 darkness defense ------ Resistance +12% acid +9% light +9% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane While equipped: Stats +2 Mag offense ------ Damage +9% nature Ignore resists +10% arcane defense ------ Resistance +9% nature Spell save +4 (+1 eff.) Blind Resist +23% Silence Resist +28% other ------- Mana/turn +0.16 Infravision +4 See Stealth +8 See Invisibility +8 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Defense +10 (+2 eff.) Resistance +6% darkness Life Regen +2.00 Silence Resist +10% Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +9 Str +6 Cun +9 Con offense ------ Mind Crit +5% Critical power +20.00% Physical Power +13 (+3 eff.) Damage +6% mind Ignore resists +15% mind defense ------ Resistance +9% mind other ------- EQ when Hit +0.20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+0 eff.) On-Hit 12 light On-Ranged-Hit 14 light Damage +11% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Mindpower +30 (+8 eff.) Damage +16% light defense ------ Resistance +15% acid +12% fire +32% light +6% nature Cut Resist +20% other ------- Psi when Hit +0.16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% lightning +9% mind Ignore resists +10% light When Hit 2 light On-Hit (Melee): * 20% chance to reduce damage dealt by 28% * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +24% lightning +6% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +7 (+0 eff.) Mindpower +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -6% Life +49.00 Life Regen +14.00 Healmod +13% other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +12 (+3 eff.) Spellpower +13 (+4 eff.) Mindpower +17 (+4 eff.) Damage +7% all defense ------ Life +52.00 Life Regen +15.00 Healmod +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +13 (+3 eff.) Spellpower +20 (+11 eff.) Mindpower +14 (+4 eff.) Damage +13% lightning +8% all defense ------ Resistance +26% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +8 Mag offense ------ Spellpower +10 (+1 eff.) defense ------ Resistance +22% acid +21% fire +25% lightning +19% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+2 eff.) Life Regen +3.00 Stun Resist +31% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% cold defense ------ Defense +6 (+1 eff.) Resistance +22% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +16 (+4 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +5 Dex offense ------ Damage +12% darkness Accuracy +9 (+2 eff.) defense ------ Resistance +24% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: Stats +5 Con defense ------ Physical save +10 (+3 eff.) Life +64.00 Life Regen +8.00 Healmod +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +6 Wil +5 Con offense ------ Spellpower +12 (+3 eff.) Damage +6% darkness defense ------ Resistance +6% darkness Spell save +18 (+5 eff.) Life +50.00 Disarm Resist +39% Pinning Resist +42% Knockbk Resist +50% other ------- Max stamina +17.00 Light +3 See Invisibility +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +21% acid +22% fire +20% lightning +24% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Str offense ------ Damage +14% cold defense ------ Armor +10 Resistance +28% cold Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Rare] Arcane Weapon Damage 158% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +20 acid On Hit: * 20% chance to reduce armor by 5% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +8 Dex offense ------ Ignore resists +25% acid defense ------ Resistance +9% acid Crit Resistance 15.00% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego++] Master/Psionic Weapon Damage 173% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +16% physical Accuracy +17 (+4 eff.) Ignore Armor +21 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Acid Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 5.5 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 11 acid damage in a 4 radius ball. This damage will increase by 5% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Mag 20 [Unique] Arcane Weapon Damage 157% Range: 1.0x-1.4x Uses 10% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+12 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +73 fire On Hit: * 20% chance to slow global speed by 63% While equipped: Stats +12 Con +13 Wil offense ------ Global Speed +7% Ignore resists +18% fire +13% all Accuracy +12 (+3 eff.) Ignore Armor +14 defense ------ Resistance +6% light +12% cold Spell save +15 (+4 eff.) Life +110.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 170% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +45 acid +18 nature While equipped: Stats +11 Str +10 Dex +10 Mag +11 Wil +12 Cun +13 Con offense ------ Ignore resists +14% acid +10% fire +19% nature Ignore Armor +15 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal other ------- Light +3 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Rare] Nature Weapon Damage 153% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +12 mind On-Hit, radius 1 +16 darkness While equipped: Stats +11 Str +10 Dex +11 Mag +10 Wil +11 Cun +15 Con offense ------ Mind Crit +2% Damage +9% mind defense ------ Defense +15 (+3 eff.) other ------- EQ when Hit +0.20 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 148% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 149.33 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: offense ------ Damage +20% cold When Hit 40 ice defense ------ Resistance +25% cold Pierce Iceblocks +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego++] Nature/Psionic Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +30 acid +30 nature On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +16% acid +16% nature Ignore Armor +11 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +6 Dex +7 Mag +7 Wil +6 Cun +7 Con offense ------ Physical Crit +12.0% Physical Power +10 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Master Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Cun offense ------ Physical Crit +14.0% Critical power +25.00% Mindpower +30 (+8 eff.) Damage +6% mind Ignore Armor +15 On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 other ------- Hate-on-crit +5.00 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Psionic Weapon Damage 158% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +20 darkness Damage Against +20% Living While equipped: Stats +4 Cun +3 Wil offense ------ Damage +12% lightning Ignore resists +25% lightning defense ------ Resistance +15% mind other ------- See Invisibility +9 Blunt and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +5 darkness Damage Against +7% Living On-crit, radius 2 +63 fire While equipped: Stats +2 Dex offense ------ Global Speed +8% Combat Speed +10% Ignore resists +16% fire Accuracy +11 (+2 eff.) defense ------ Resistance +3% mind +3% acid Crit Resistance 15.00% Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Blunt and deadly. |
![]() 5.0 Encumbrance staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
![]() 2.5 Encumbrance T5 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Weapon Damage 143% Range: 1.0x-1.2x Uses 100% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+20 eff.) Damage +35% cold defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Unique] Nature/Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Arcane Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +8 blight +25 cold +16 temporal On-Hit, radius 1 +20 darkness On-crit, radius 2 +20 acid On Hit: * 20% chance to reduce damage dealt by 28% While equipped: offense ------ When Hit 4 acid 4 temporal On-Hit (Melee): * 20% chance to reduce damage dealt by 28% One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+11 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +6.5% Attack Speed 100% On-Hit, radius 1 +12 lightning While equipped: Stats +6 Dex +6 Cun offense ------ Combat Speed +10% Accuracy +21 (+5 eff.) When Hit 8 lightning defense ------ Armor +12 Defense +30 (+7 eff.) Physical save +9 (+3 eff.) Unlife -80.00 life One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 163% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +16 blight On-crit, radius 2 +8 mind On Hit: * 24% chance to reduce strength, dexterity, and constitution by 5 While equipped: offense ------ Critical power +10.00% Mindpower +10 (+3 eff.) Damage +6% fire Ignore resists +12% all Accuracy +21 (+5 eff.) Ignore Armor +10 defense ------ Mind save +9 (+3 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Rare] Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +5 Str offense ------ Physical Crit +2.0% Physical Power +10 (+2 eff.) Damage +9% physical +18% fire On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Armor +8 Resistance +5% arcane other ------- Max stamina +30.00 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +26 acid +24 nature While equipped: offense ------ Ignore resists +22% acid +9% nature +13% all Accuracy +17 (+4 eff.) Ignore Armor +22 One-handed war axes. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all Accuracy +9 (+2 eff.) Ignore Armor +9 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Cun defense ------ Spell save +3 (+1 eff.) Life +34.00 Healmod +10% Disease Resist +10% Pinning Resist +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Mag offense ------ Damage +9% lightning Ignore resists +25% lightning +15% fire defense ------ Resistance +29% fire +11% cold other ------- Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Con offense ------ Critical power +5.00% Mindpower +5 (+1 eff.) Ignore resists +10% physical Accuracy +20 (+5 eff.) defense ------ Defense +10 (+2 eff.) Resistance +7% lightning +8% temporal Physical save +9 (+3 eff.) Stealth +7 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +7 Dex +9 Cun +9 Lck offense ------ Physical Crit +9.0% Mind Crit +10% defense ------ Stealth +10 other ------- Disarm Traps +25 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+2 eff.) Anomaly Control +16 Stealth +12 Life +79.00 other ------- Max mana +67.00 Max stamina +52.00 Max hate +14.00 Max psi +24.00 Max vim +22.00 Max positive +34.00 Max negative +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Disrupt/Master While equipped: offense ------ Physical Power +4 (+1 eff.) defense ------ Resistance +7% acid +5% blight Spell save +7 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +15 (+3 eff.) Resistance +15% lightning +5% arcane +6% light Physical save +18 (+5 eff.) Life +43.00 other ------- EQ when Hit +0.20 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil defense ------ Armor +6 Resistance +6% temporal +9% nature +3% physical Mind save +11 (+3 eff.) Life +159.00 Disease Resist +20% Silence Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Psionic While equipped: Stats +4 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Mindpower +5 (+1 eff.) defense ------ Physical save +19 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resist Against +31% Summoned Life +45.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: offense ------ Damage +12% physical Ignore resists +10% physical defense ------ Fatigue -6% other ------- Encumbrance +44 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Ego++] Nature While equipped: Stats +6 Str +4 Dex +4 Wil +6 Cun defense ------ Resistance +8% acid +10% fire +7% lightning +8% cold Physical save +18 (+5 eff.) Spell save +17 (+5 eff.) Mind save +16 (+4 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +3 (+0 eff.) Damage +3% cold Ignore resists +15% cold When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Defense +2 (+0 eff.) Fatigue -5% Resistance +3% cold other ------- Light +3 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/Master While equipped: Stats +3 Str +3 Dex +3 Con defense ------ Defense +2 (+0 eff.) Spell save +16 (+4 eff.) Mind save +7 (+2 eff.) other ------- Stamina/turn +0.60 Masteries +0.30 Technique/Combat training 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 [Rare] Master While equipped: offense ------ Ignore resists +10% darkness Accuracy +30 (+7 eff.) defense ------ Defense +8 (+2 eff.) Resistance +6% cold +18% fire Physical save +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: defense ------ Armor +8 Defense +18 (+4 eff.) Physical save +16 (+4 eff.) Spell save +12 (+3 eff.) Mind save +22 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +16 (+7 eff.) Damage +16% temporal +30% physical +13% all Ignore resists +13% temporal +11% physical defense ------ Resistance +15% all Anomaly Control +12 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 +8 (+2 eff.) Damage +11% acid +26% physical +16% darkness Ignore resists +13% darkness +16% physical defense ------ Resistance +16% acid +15% all other ------- Max hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 Encumbrance T5 feet armor [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +5 Fatigue +4% Physical save +13 (+4 eff.) Spell save +15 (+4 eff.) Mind save +13 (+4 eff.) 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 +4 Mag +6 Cun +6 Con offense ------ Damage +9% blight +18% cold Ignore resists +25% cold Ignore Shields +30% When Hit 10 cold defense ------ Armor +5 Resistance +5% arcane +15% cold Physical save +23 (+6 eff.) Mind save +25 (+7 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +30.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +3% Silence Resist +28% Confus Resist +22% Stun Resist +28% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +6 Str +6 Con offense ------ Damage +7% physical defense ------ Armor +3 Silence Resist +26% Confus Resist +28% Stun Resist +27% other ------- Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Silence Resist +24% Confus Resist +26% Stun Resist +31% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Dex +6 Cun +3 Con defense ------ Armor +3 Physical save +12 (+3 eff.) Mind save +13 (+4 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% acid +6% cold +6% mind Accuracy +7 (+1 eff.) defense ------ Armor +3 Resistance +12% acid +18% cold +6% mind Physical save +8 (+2 eff.) Mind save +8 (+2 eff.) Disarm Resist +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +5 Dex +12 Mag +2 Wil +2 Cun offense ------ On-Hit 15 lightning Damage +11% lightning +6% acid defense ------ Armor +3 Resistance +9% lightning +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ Spell Crit +7% Spellpower +14 (+5 eff.) defense ------ Armor +3 Defense +20 (+5 eff.) Resistance +12% lightning +2% physical +6% light +6% blight +21% fire +5% arcane other ------- Mana/turn +0.40 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +4 Cun offense ------ On-Hit 6 acid 8 fire 9 cold 10 lightning Accuracy +10 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +10% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +4 Dex +4 Cun +4 Con defense ------ Armor +3 Physical save +34 (+8 eff.) Spell save +7 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +41% other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 18% 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/Master While equipped: Stats +4 Str +3 Dex +5 Cun defense ------ Armor +3 Resistance +11% blight +10% darkness +17% arcane Affinity +11% nature Physical save +10 (+3 eff.) Spell save +12 (+3 eff.) other ------- Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +3 Cun offense ------ Accuracy +10 (+2 eff.) defense ------ Armor +8 Fatigue +5% Resistance +12% darkness Mind save +11 (+3 eff.) Life +64.00 other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Con offense ------ On-Hit 15 light Damage +11% light defense ------ Armor +3 Resistance +8% light Physical save +17 (+4 eff.) Spell save +6 (+2 eff.) Mind save +3 (+1 eff.) Disarm Resist +39% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% 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 While equipped: offense ------ Physical Power +9 (+2 eff.) Accuracy +7 (+1 eff.) Ignore Armor +6 When Hit: * 32 arcane resource burn defense ------ Armor +3 Resistance +12% blight Spell save +26 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex offense ------ Accuracy +16 (+4 eff.) defense ------ Armor +3 Physical save +6 (+2 eff.) Mind save +9 (+3 eff.) Disarm Resist +37% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +13 (+3 eff.) Ignore Armor +10 defense ------ Armor +3 Fatigue +5% Physical save +8 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +44% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane/Psionic While equipped: offense ------ Mindpower +7 (+2 eff.) On-Hit 12 temporal 10 mind 19 darkness On-Ranged-Hit 16 temporal Damage +10% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Armor +3 Fatigue +5% Resistance +10% temporal Mind save -11 (-2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +25 (+6 eff.) Damage +21% physical Ignore resists +10% arcane defense ------ Armor +3 Fatigue +3% Spell save +12 (+3 eff.) Unlife -80.00 life other ------- Max mana +60.00 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Str +4 Dex +7 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Defense +3 (+0 eff.) Resistance +5% arcane +18% cold Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+0 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+6 eff.) Mindpower +15 (+4 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 T5 head armor [Unique] Master While equipped: defense ------ Armor +20 Fatigue +12% Resistance +15% acid +15% physical +15% cold +15% fire +15% lightning Physical save +12 (+3 eff.) Spell save +12 (+3 eff.) Mind save +12 (+3 eff.) other ------- Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Dex +4 Mag offense ------ When Hit 10 nature defense ------ Armor +3 Fatigue +3% Resistance +15% cold +5% arcane +15% fire Life Regen +4.00 other ------- Breathe water A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Rare] Master While equipped: offense ------ Critical power +5.00% Ignore resists +10% physical Accuracy +20 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Armor +5 Fatigue +5% Resistance +20% darkness +9% mind +12% cold +6% nature +15% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Cun +3 Dex offense ------ Critical power +10.00% Mindpower +25 (+6 eff.) When Hit 6 blight defense ------ Armor +8 Fatigue +4% Mind save +12 (+3 eff.) other ------- Max hate +6.00 Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +11 Str +7 Dex defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 672.2 Physical damage. If the attack hits, the target is confused (37% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Critical power +15.00% Damage +6% physical defense ------ Armor +1 Defense +10 (+2 eff.) Fatigue +1% Resistance +9% lightning Unlife -40.00 life other ------- Stamina when Hit +1.10 EQ when Hit +1.10 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +9 Wil offense ------ Mind Crit +6% Damage +6% light +11% temporal +15% darkness +11% physical defense ------ Defense +3 (+0 eff.) Mind save +24 (+6 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 223 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +10 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +9% blight Mind save +8 (+2 eff.) A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Normal] While equipped: defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +4 Str +4 Dex +3 Cun +4 Con defense ------ Armor +3 Fatigue +3% other ------- Stamina when Hit +1.60 EQ when Hit +1.00 A cap made of leather. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 16 acid 19 fire 9 darkness On-Ranged-Hit 9 darkness When Hit 12 acid 12 fire 6 lightning defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +26% acid +26% temporal +22% darkness +18% lightning +50% fire +5% arcane +9% light Out-of-Phase Defense +16 Out-of-Phase Resistance +25% Out-of-Phase Resilience +30% other ------- Light +1 Blink to a nearby random location (rad 14) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Rare] Master While equipped: offense ------ Spellpower/crit +10 Combat Speed +15% Spell Speed +15% Mind Speed +15% defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +9% lightning +15% darkness +15% mind Healmod +20% Disarm Resist +20% Confus Resist +20% Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+1 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 6.5 Power cost 12 out of 12/12. Range 10 Cooldown: 5 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 26.82 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 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/Master While equipped: Stats +7 Str +4 Dex +5 Mag +9 Wil offense ------ Physical Crit +7.0% Spell Crit +10% Mind Crit +10% Physical Power +22 (+5 eff.) Spellpower +20 (+11 eff.) Mindpower +22 (+6 eff.) Move Speed +20% defense ------ Armor +8 Defense +28 (+7 eff.) Fatigue +8% Resistance +15% lightning 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 (+3 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 [Unique] Nature/Disrupt When used to Attack: Weapon Damage 164% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +240 Damage Conversion 30% nature 10% manaburn arcane While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+4 eff.) Ranged Defense +12 (+3 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+6 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 24 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 170% Range: 1.0x-1.2x Uses 100% Str Damage Fire Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T4 shield armor [Rare] Master When used to Attack: Weapon Damage 154% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +138 On-hit +20 mind While equipped: offense ------ Critical power +20.00% Ignore resists +25% fire Ignore Shields +30% When Hit 10 arcane defense ------ Armor +8 Fatigue +8% Resistance +23% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 156% Range: 1.0x-1.4x Uses 100% Str Damage Darkness Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +10.0% Block +250 While equipped: offense ------ Spellpower +20 (+11 eff.) Damage +40% darkness defense ------ Armor +20 Fatigue +2% Resistance +25% darkness other ------- Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray level 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Master When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 120% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +9.0% Block +220 Lifesteal +8% While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 159% Range: 1.0x-1.2x Uses 100% Str Damage Ice Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+3 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 183% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +258 On-hit +29 cold While equipped: Stats +6 Wil offense ------ On shield block: * Deals 201 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +17 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 178% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +199 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +10 Fatigue +8% Resistance +26% cold other ------- Wards +8 lightning +8 temporal +7 darkness +7 fire +6 nature +6 blight +6 cold +4 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 189% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +191 On-crit, radius 2 +26 light +21 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Physical Power +11 (+2 eff.) On shield block: * Deals 15 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +12% light +13% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 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 [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 digger tool [Ego+] Arcane While equipped: Stats +7 Str +6 Wil offense ------ Physical Crit +10.0% Mind Crit +11% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Wil +3 Cun offense ------ Ignore resists +20% acid Accuracy +5 (+1 eff.) defense ------ Resistance +3% mind other ------- Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Armor +4 Defense +6 (+1 eff.) Resistance +7% physical 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 2, doing 3.74 cold damage and 3.15 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+1 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 216 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +10 (+3 eff.) other ------- Light +7 See Stealth +5 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +7 (+2 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +5 (+2 eff.) other ------- Light +6 See Stealth +6 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +7 (+1 eff.) Damage +8% light defense ------ Resistance +7% darkness Affinity +5% light other ------- Light +6 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 24.52 light damage. At talent level 3 you gain 6% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Ego++] Nature/Disrupt While equipped: Stats +6 Wil offense ------ Physical Crit +4.0% Critical power +18.00% Physical Power +8 (+2 eff.) defense ------ Resistance +3% all Spell save +12 (+3 eff.) other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +5 (+0 eff.) Ignore resists +10% all Ignore Armor +8 defense ------ Resistance +11% blight +8% darkness other ------- Light +6 Infravision +4 See Invisibility +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 43 blight damage or heals 53 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego+] Master While equipped: defense ------ Blind Resist +44% Confus Resist +17% other ------- Light +11 See Stealth +13 See Invisibility +21 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 3.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 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 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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown 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: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red 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 415.91 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +6 Wil defense ------ Resistance +18% acid other ------- Infravision +3 See Invisibility +24 Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 51. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+3 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 120 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 298 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 291 mind damage and silencing them for 4 turns Puts all charms on 12 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +1 Con defense ------ Resistance +6% nature +6% temporal +6% light +3% darkness Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 207 for 5 turns Puts all charms on 32 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 63% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+5 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 [Rare] Nature While equipped: offense ------ Spell Crit +8% Critical power +15.00% Spellpower/crit +10 Ignore resists +15% blight +25% arcane defense ------ Resistance +18% lightning Heal yourself and all friendly characters within 10 spaces for 434 Puts all charms on 15 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 946 Base Damage: 420 Armor: 21 All Resist: 13 Puts all charms on 25 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Sting an enemy dealing 872 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 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 [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 536 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 47% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 858 Base Damage: 364 Armor: 34 All Resist: 1 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 37% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 62 and armour hardiness by 60% Puts all charms on 20 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Str offense ------ Accuracy +15 (+3 eff.) Ignore Armor +5 When Hit 8 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 28% defense ------ Armor +4 Resistance +18% blight Silence Resist +20% Sting an enemy dealing 535 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 70 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 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. |
Achievements
By Wyrmy the Dwarf Wyrmic level 36
20th Profit 124th year of Ascendancy at 14:13 see stats
By Wyrmy the Dwarf Wyrmic level 27
35th Dearth 123rd year of Ascendancy at 02:15 see stats
By Wyrmy the Dwarf Wyrmic level 35
18th Profit 124th year of Ascendancy at 09:16 see stats
By Wyrmy the Dwarf Wyrmic level 39
2nd Wealth 124th year of Ascendancy at 07:48 see stats
By Wyrmy the Dwarf Wyrmic level 41
30th Loss 124th year of Ascendancy at 09:21 see stats
By Wyrmy the Dwarf Wyrmic level 47
44th Profit 125th year of Ascendancy at 07:34 see stats
By Wyrmy the Dwarf Wyrmic level 38
41st Profit 124th year of Ascendancy at 23:24 see stats
By Wyrmy the Dwarf Wyrmic level 33
6th Stralite 124th year of Ascendancy at 16:00 see stats
By Wyrmy the Dwarf Wyrmic level 15
22nd Loss 122nd year of Ascendancy at 19:31 see stats
By Wyrmy the Dwarf Wyrmic level 40
16th Wealth 124th year of Ascendancy at 16:49 see stats
By Wyrmy the Dwarf Wyrmic level 37
37th Profit 124th year of Ascendancy at 07:38 see stats
By Wyrmy the Dwarf Wyrmic level 38
44th Profit 124th year of Ascendancy at 13:54 see stats
By Wyrmy the Dwarf Wyrmic level 19
14th Gold 123rd year of Ascendancy at 22:35 see stats
By Wyrmy the Dwarf Wyrmic level 34
26th Stralite 124th year of Ascendancy at 17:04 see stats
By Wyrmy the Dwarf Wyrmic level 40
17th Wealth 124th year of Ascendancy at 04:43 see stats
By Wyrmy the Dwarf Wyrmic level 27
35th Dearth 123rd year of Ascendancy at 00:19 see stats
By Wyrmy the Dwarf Wyrmic level 45
43rd Stralite 125th year of Ascendancy at 17:59 see stats
By Wyrmy the Dwarf Wyrmic level 10
21st Dearth 122nd year of Ascendancy at 03:56 see stats
By Wyrmy the Dwarf Wyrmic level 20
16th Gold 123rd year of Ascendancy at 09:21 see stats
By Wyrmy the Dwarf Wyrmic level 30
20th Iron 124th year of Ascendancy at 09:53 see stats
By Wyrmy the Dwarf Wyrmic level 40
15th Wealth 124th year of Ascendancy at 17:33 see stats
By Wyrmy the Dwarf Wyrmic level 50
9th Wealth 125th year of Ascendancy at 02:19 see stats
By Wyrmy the Dwarf Wyrmic level 21
19th Gold 123rd year of Ascendancy at 04:36 see stats
By Wyrmy the Dwarf Wyrmic level 27
9th Loss 123rd year of Ascendancy at 18:29 see stats
By Wyrmy the Dwarf Wyrmic level 18
4th Gold 123rd year of Ascendancy at 00:40 see stats
By Wyrmy the Dwarf Wyrmic level 37
37th Profit 124th year of Ascendancy at 12:51 see stats
By Wyrmy the Dwarf Wyrmic level 6
19th Voratun 122nd year of Ascendancy at 01:12 see stats
By Wyrmy the Dwarf Wyrmic level 13
36th Dearth 122nd year of Ascendancy at 13:10 see stats
By Wyrmy the Dwarf Wyrmic level 27
35th Dearth 123rd year of Ascendancy at 02:15 see stats
By Wyrmy the Dwarf Wyrmic level 24
25th Wealth 123rd year of Ascendancy at 11:47 see stats
By Wyrmy the Dwarf Wyrmic level 45
8th Profit 125th year of Ascendancy at 11:13 see stats
By Wyrmy the Dwarf Wyrmic level 17
29th Steel 123rd year of Ascendancy at 20:51 see stats
By Wyrmy the Dwarf Wyrmic level 42
17th Steel 125th year of Ascendancy at 16:19 see stats
By Wyrmy the Dwarf Wyrmic level 24
25th Wealth 123rd year of Ascendancy at 04:36 see stats
By Wyrmy the Dwarf Wyrmic level 27
11st Loss 123rd year of Ascendancy at 03:57 see stats
By Wyrmy the Dwarf Wyrmic level 19
15th Gold 123rd year of Ascendancy at 05:54 see stats
By Wyrmy the Dwarf Wyrmic level 35
18th Profit 124th year of Ascendancy at 05:01 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
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There is an exit to the worldmap here (press '' or right click to use).
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Ran for 11 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
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There is a next level here (press '' or right click to use).
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Ran for 11 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
--------------------------------
Ran for 11 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
There is a next level here (press '' or right click to use).
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Ran for 11 turns (stop reason: at exit).
There is a previous level here (press '' or right click to use).