












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: 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: 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 Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Paradox Mage |
Level / Exp | 35 / 14% |
Size | medium |
Lifes / Deaths | Killed by Alayra's temporal clone at level 25 on the 33rd Regrowth 123rd year of Ascendancy at 17:55 5 / 2Killed by Betegatha the dredgling at level 35 on the 56th Pyre 123rd year of Ascendancy at 14:04 |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 18 (base 12) |
Magic | 102 (base 60) |
Willpower | 81 (base 60) |
Cunning | 37 (base 25) |
Resources
Life | 701/701 |
Paradox | 200 |
Healing Factor | 1.3511363549267 |
Regeneration | 15.200283992925 |
Speed
Mental | -3.3939517862791E-11% |
Attack | -3.3939517862791E-11% |
Movement | -66.666666666667% |
Spell | -3.3939517862791E-11% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
Offense: Mainhand
Damage | 50 |
Accuracy | 20 |
Crit Chance | 30% |
APR | 5 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 62 |
Crit Chance | 21% |
Speed | 1.0000000000003 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 17% |
Speed | 1.0000000000003 |
Offense: Damage Bonus
Darkness | +8% |
Acid | +9% |
Light | +25% |
Temporal | +33% |
Blight | +3% |
Cold | +17% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Temporal | +58% |
Darkness | +27% |
Cold | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 70.896676516047 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 8 |
Physical Save | 24 |
Spell Save | 41 |
Mental Save | 37 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 21%( 70%) |
Cold | + 24%( 70%) |
All | + 3%( 70%) |
Lightning | + 13%( 70%) |
Temporal | + 42%( 70%) |
Darkness | + 59%( 70%) |
Fire | + 22%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Bleed Resistance | 45% |
Confusion Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous 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 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -911 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 911 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Chronomancy / Gravity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Chronomancy / Timeline Threading | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Chronomancy / Timetravel | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Reality Smearing |
talent | Disintegration |
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Contingency |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the repented thief from death by Ce'Nynn the giant green ant. Escort: repented thief (level 4 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
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 Magic by +5. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed bloated horror heart. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed snow giant kidney. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed pouch of faeros ash. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Mag +4 Wil +3 Con offense ------ Spell Crit +3% Damage +6% cold Ignore resists +10% cold +18% temporal +17% darkness +20% nature When Hit 6 cold defense ------ Armor +5 Fatigue +4% Resistance +26% temporal +29% darkness +6% nature Out-of-Phase Defense +15 Out-of-Phase Resistance +18% Out-of-Phase Resilience +22% other ------- Mana/turn +0.44 Max mana +42.00 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +5 Mag +5 Cun offense ------ Ignore resists +15% temporal defense ------ Resistance +6% temporal Crit Resistance 15.00% other ------- Infravision +3 Fire a magical bolt dealing 322 cold damage Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Damage +15% light Ignore resists +15% temporal When Hit 10 temporal defense ------ Armor +10 Defense +10 (+3 eff.) Physical save +6 (+3 eff.) Unlife -80.00 life Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +5.00% Physical Power +20 (+7 eff.) Damage +9% mind +11% cold defense ------ Fatigue -6% Resistance +22% cold Life +48.00 Life Regen +11.00 Healmod +13% other ------- Encumbrance +27 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str +4 Dex +5 Mag +5 Cun +1 Con offense ------ Physical Crit +11.0% Mind Crit +8% Damage +6% mind defense ------ Resistance +6% acid A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Mag +2 Wil offense ------ Physical Crit +6.0% Spell Crit +6% Physical Power +9 (+3 eff.) Spellpower +24 (+6 eff.) Damage +25% temporal Accuracy +7 (+3 eff.) other ------- Max mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +7 Defense +12 (+4 eff.) Fatigue +8% Resistance +18% blight +19% fire +11% darkness +20% acid Mind save +6 (+3 eff.) Healmod +15% Disease Resist +10% Confus Resist +20% other ------- Light +1 A suit of armour made of leather. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +1 Mag +3 Wil offense ------ On-Hit 10 lightning Damage +9% acid When Hit 7 lightning defense ------ Armor +6 Fatigue +8% other ------- Light +2 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +6 Wil +2 Cun +2 Con offense ------ Damage +6% mind defense ------ Defense +2 (+0 eff.) Crit Resistance 10.00% Physical save +7 (+4 eff.) Mind save +8 (+4 eff.) Unlife -50.00 life other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Critical power +5.00% Damage +3% blight Ignore Shields +30% Accuracy +5 (+2 eff.) defense ------ Defense +20 (+6 eff.) Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 894% 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 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 630.42 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 392 damage for 4 turns. 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 amulet jewelry [Ego+] Nature/Master While equipped: Stats +7 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +5% darkness defense ------ Resistance +3% lightning +18% cold +5% arcane +18% darkness Stun Resist +20% Knockbk Resist +20% other ------- Masteries +0.22 Chronomancy/Spacetime Weaving Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Str offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +25 (+8 eff.) Resistance +16% mind +6% temporal Poison Resist +20% Confus Resist +30% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Mindpower +25 (+9 eff.) Damage +5% light +6% temporal +5% darkness +5% physical Ignore resists +10% fire defense ------ Armor +5 Defense +5 (+1 eff.) Max Resistance +3% all Physical save +13 (+7 eff.) Mind save +9 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% nature Ignore resists +15% nature On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% acid +4% physical +24% nature Physical save +3 (+2 eff.) Confus Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +5 Str +3 Wil offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +27% lightning defense ------ Resistance +6% lightning other ------- Mana/turn +0.18 Max mana +51.00 Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +3 Wil offense ------ Physical Crit +6.0% Spell Crit +7% Physical Power +9 (+3 eff.) Spellpower +24 (+6 eff.) Damage +25% cold Accuracy +6 (+3 eff.) other ------- Max mana +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Arcane Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +8 lightning +17 fire On-crit, radius 2 +12 lightning On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Damage +15% temporal Ignore resists +20% cold defense ------ Resistance +15% temporal Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage While equipped: offense ------ Spell Crit +3% Spellpower/crit +6 Damage +15% blight defense ------ Resistance +15% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Mana-on-crit +2.00 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +9 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 29 While equipped: Stats +3 Dex offense ------ Combat Speed +10% Ignore resists +5% fire +8% all Accuracy +24 (+12 eff.) Ignore Armor +10 When Hit 8 fire defense ------ Resistance +15% fire other ------- Light +2 Blunt and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+3 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Psionic Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +22 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Global Speed +3% Ignore resists +7% fire Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Disrupt/Master/Psionic Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +17% Unnatural 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: Stats +5 Wil offense ------ Physical Crit +8.0% Critical power +23.00% Ignore Armor +9 defense ------ Resistance +1% physical +3% fire Physical save +9 (+5 eff.) Unlife -60.00 life Cut Resist +10% Confus Resist +20% Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +10% Mindpower +8 (+3 eff.) other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag offense ------ Damage +12% acid +28% physical +5% cold +9% temporal +10% fire Ignore resists +9% temporal +5% physical defense ------ Resistance +13% acid +14% physical +10% fire +15% cold +13% all Anomaly Control +11 other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 49.70 to 149.11 lightning damage (99.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +7 Dex +5 Mag +7 Wil offense ------ Physical Crit +6.0% Spell Crit +5% Mind Crit +8% Critical power +20.00% Physical Power +11 (+4 eff.) Spellpower +16 (+4 eff.) Mindpower +15 (+5 eff.) Move Speed +20% Damage +6% mind defense ------ Armor +6 Defense +13 (+4 eff.) Fatigue +8% Resistance +16% lightning +21% temporal A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+4 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 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Dex offense ------ Move Speed +20% defense ------ Armor +10 Defense +19 (+6 eff.) Fatigue +8% Resistance +9% acid +11% cold other ------- Breathe water A suit of armour made of leather. |
![]() 14.0 Encumbrance T3 heavy armor [Rare] Master While equipped: Stats +5 Str +2 Wil +5 Con offense ------ Spell Crit +6% Critical power +20.00% defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Physical save +9 (+5 eff.) Life +72.00 Life Regen +4.00 Cut Resist +20% other ------- Mana/turn +0.12 Vim-on-crit +1.00 A suit of armour made of mail. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training Str 48 [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Str +5 Wil +4 Cun offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) defense ------ Armor +13 Fatigue +22% Resistance +23% lightning +14% light +14% darkness Mind save +14 (+6 eff.) other ------- EQ when Hit +0.12 Max psi +30.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Dex +4 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Defense +5 (+1 eff.) Resistance +12% cold Physical save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Damage +9% cold Against +21% Summoned defense ------ Resistance +3% blight +9% lightning Resist Against +19% Summoned Mind save +7 (+3 eff.) Life +100.00 Life Regen +4.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Dex +2 Cun +1 Con offense ------ Critical power +10.00% Damage +3% mind +9% physical defense ------ Defense +1 (+0 eff.) Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +22 (+7 eff.) Resistance +3% fire Physical save +5 (+3 eff.) Disease Resist +10% Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +6 Cun +3 Con offense ------ Damage +3% fire defense ------ Armor +1 Physical save +7 (+4 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Spell Crit +4% Critical power +20.00% Physical Power +10 (+3 eff.) Damage +6% blight Ignore resists +20% acid Ignore Shields +30% defense ------ Armor +2 Resistance +6% acid 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 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +1 Cun +3 Mag offense ------ On-Hit 7 blight Damage +3% arcane +6% blight Accuracy +7 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% blight +7% darkness +3% light Teleport Resist +20% other ------- Infravision +1 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: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego] Arcane/Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +8% fire +8% cold other ------- Infravision +5 See Stealth +12 See Invisibility +10 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 55% and attempts to push all creatures other than yourself out of its radius, inflicting 13.71 light damage and 11.85 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Wil offense ------ Spell Crit +3% Damage +18% lightning When Hit 4 darkness defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +10 (+4 eff.) other ------- Mana/turn +0.28 Max mana +100.00 A cap made of leather. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance 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. |
![]() 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(135 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +18% temporal When Hit 6 arcane defense ------ Resistance +15% lightning +15% temporal Physical save +10 (+5 eff.) Healmod +18% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Power +20 (+7 eff.) Ignore resists +10% temporal defense ------ Mind save +10 (+4 eff.) Life +46.00 other ------- Max stamina +10.00 Light +7 See Stealth +6 See Invisibility +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +7 (+2 eff.) defense ------ Life +61.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Resistance +7% darkness +7% fire While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic 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 reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 278 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +4 Cun +4 Mag offense ------ Critical power +10.00% Accuracy +30 (+15 eff.) Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 498 Base Damage: 214 Armor: 17 All Resist: 15 Puts all charms on 25 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Alayra the Cornac Paradox Mage level 34
30th Pyre 123rd year of Ascendancy at 02:19 see stats
By Alayra the Cornac Paradox Mage level 34
18th Pyre 123rd year of Ascendancy at 23:11 see stats
By Alayra the Cornac Paradox Mage level 15
18th Dusk 122nd year of Ascendancy at 09:10 see stats
By Alayra the Cornac Paradox Mage level 24
25th Haze 122nd year of Ascendancy at 10:37 see stats
By Alayra the Cornac Paradox Mage level 32
80th Regrowth 123rd year of Ascendancy at 10:36 see stats
By Alayra the Cornac Paradox Mage level 34
30th Pyre 123rd year of Ascendancy at 01:57 see stats
By Alayra the Cornac Paradox Mage level 10
4th Flare 122nd year of Ascendancy at 21:04 see stats
By Alayra the Cornac Paradox Mage level 20
56th Dusk 122nd year of Ascendancy at 05:46 see stats
By Alayra the Cornac Paradox Mage level 30
51st Regrowth 123rd year of Ascendancy at 11:35 see stats
By Alayra the Cornac Paradox Mage level 24
25th Haze 122nd year of Ascendancy at 19:47 see stats
By Alayra the Cornac Paradox Mage level 27
41st Regrowth 123rd year of Ascendancy at 02:54 see stats
By Alayra the Cornac Paradox Mage level 24
40th Haze 122nd year of Ascendancy at 17:26 see stats
By Alayra the Cornac Paradox Mage level 25
33rd Regrowth 123rd year of Ascendancy at 17:35 see stats
By Alayra the Cornac Paradox Mage level 9
5th Mirth 122nd year of Ascendancy at 11:27 see stats
By Alayra the Cornac Paradox Mage level 34
30th Pyre 123rd year of Ascendancy at 02:19 see stats
By Alayra the Cornac Paradox Mage level 15
25th Dusk 122nd year of Ascendancy at 09:07 see stats
By Alayra the Cornac Paradox Mage level 24
2nd Haze 122nd year of Ascendancy at 09:40 see stats
By Alayra the Cornac Paradox Mage level 16
28th Dusk 122nd year of Ascendancy at 04:45 see stats
By Alayra the Cornac Paradox Mage level 5
77th Pyre 122nd year of Ascendancy at 11:01 see stats
Log
Talent Time Skip is ready to use.
Talent Echoes From The Past is ready to use.
Talent Webs of Fate is ready to use.
Talent Dimensional Step is ready to use.
Talent Cauterize is ready to use.
Talent Infusion: Wild is ready to use.
Talent Induce Anomaly is ready to use.
Talent Matter Weaving is ready to use.
Talent Energy Decomposition is ready to use.
Talent Disintegration is ready to use.
Talent Reality Smearing is ready to use.
Alayra activates Reality Smearing.
Alayra activates Disintegration.
Talent Seal Fate is ready to use.
Alayra activates Matter Weaving.
Talent Infusion: Wild is ready to use.
Alayra activates Energy Decomposition.
Talent Temporal Fugue is ready to use.
Talent Temporal Reprieve is ready to use.
Talent Infusion: Heroism is ready to use.
Talent Contingency is ready to use.
Alayra activates Contingency.
Rested for 51 turns (stop reason: dialog is displayed).
Saving done.
Resting starts...
Talent Time Stop is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).