











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Campaign Planning 1.7.0A companion piece to Talent Point Planner (release 11.3.1 or later, or via ZOmnibus Addon Pack or ZOmnibus Lite release 17.7.4 or later); adds talent point sources for various campaigns provided by third-party addons. Currently supported:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Tinker Gem Flexibility 1.7.0Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Light From Below 1.7.6Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Orc Breeding Pits Full 1.7.4Cleaner 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. Items Vault 1.7.6Donators/Buyers bonus! Q.U.I.C.K. Campaign 1.7.6Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 shortened zones, starting with teir 1 dungeons and progressing all the way through to the finale at High Peak. The campaign is broken into 8 segments, with a reward before each. These bonuses largely offer rewards that could be gained from optional quests in AoA. You will also have a chance to shop after each segment, and this version of Point Zero has greatly expanded and improved shopping opportunities. There is also an NPC that can create randarts with one ego of your choice, for a price. See the forum thread for more details: https://forums.te4.org/viewtopic.php?f=50&t=55067 Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Ogre |
Class | Marauder |
Level / Exp | 16 / 3% |
Size | big |
Lifes / Deaths | Killed by Xuriavena the sandworm at level 16 on the 76th Haze 122nd year of Ascendancy at 00:41 / 1 |
Primary Stats
Strength | 47 (base 36) |
Dexterity | 35 (base 36) |
Constitution | 12 (base 10) |
Magic | 18 (base 10) |
Willpower | 16 (base 10) |
Cunning | 21 (base 12) |
Resources
Life | -42/471 |
Mana | 220/220 |
Stamina | 26/160 |
Healing Factor | 1.3291526171257 |
Regeneration | 17.877102700341 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 25.223953584336 |
See Invisible | 28.223953584336 |
Offense: Mainhand
Damage | 53 |
Accuracy | 33 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 33 |
Crit Chance | 12% |
APR | 7 |
Speed | 0.80 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
All | 0% |
Physical | +8% |
Cold | +6% |
Nature | +8% |
Offense: Damage Penetration
Cold | +5% |
Mind | +15% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 13 (38.594633868923%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 30 |
Mental Save | 18 |
Defense: Resistances
Physical | + 7%( 70%) |
Darkness | + 3%( 70%) |
Nature | + 19%( 70%) |
Fire | + 3%( 70%) |
Mind | + 10%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 52% |
Confusion Resistance | 74% |
Stun Resistance | 83% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
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 sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed chunk of ghoul flesh. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed giant spider spinneret. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +5 Fatigue -6% Resistance +9% cold +3% fire +9% nature +5% arcane Physical save +7 (+3 eff.) other ------- Encumbrance +30 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +1% Resistance +3% darkness +9% cold Disarm Resist +10% Stun Resist +10% other ------- Stamina/turn +1.00 A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +6% cold Ignore resists +5% cold Accuracy +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +6 (+4 eff.) Disarm Resist +42% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +2 Mag offense ------ Spellpower +6 (+3 eff.) defense ------ Life Regen +3.00 Stun Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +10% mind Confus Resist +24% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Str +1 Mag defense ------ Armor +2 Defense +20 (+6 eff.) Unlife -20.00 life other ------- Light +2 Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Mag offense ------ Physical Crit +4.0% Critical power +8.00% Physical Power +4 (+1 eff.) Ignore resists +15% nature other ------- Light +3 See Invisibility +3 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.91 to 44.73 lightning damage (based on Magic and Dexterity). Uses 10 power out of 6/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore resists +15% mind defense ------ Defense +1 (+0 eff.) Resistance +2% physical Physical save +3 (+1 eff.) Life +33.00 other ------- Psi when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +5% physical Physical save +10 (+4 eff.) Life +30.00 Life Regen +4.20 Healmod +11% A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 103.62 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your 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 [Ego] Arcane When inscribed on your body: Cooldown: 20 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 43 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 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 231 damage for 4 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Con offense ------ Damage +6% mind defense ------ Resistance +10% temporal Mind save +3 (+2 eff.) Pinning Resist +20% Knockbk Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +13% fire +11% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% light +15% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Resistance +14% fire +10% cold other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% fire defense ------ Defense +6 (+2 eff.) Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Damage +10% light defense ------ Defense +4 (+1 eff.) Resistance +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% nature defense ------ Armor +6 Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +12% acid Accuracy +6 (+3 eff.) defense ------ Resistance +24% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Fatigue -4% Resistance +22% lightning other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+4 eff.) Life +24.00 Disarm Resist +25% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life +21.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +23% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Normal] 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: offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego++] Arcane/Psionic Weapon Damage 117% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 34 fire damage (1/turn) * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: offense ------ Damage +7% fire Ignore resists +10% fire Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +8 fire On-Hit, radius 1 +12 fire While equipped: Stats +13 Str +9 Dex +9 Mag +7 Wil +7 Cun +7 Con offense ------ Ignore resists +20% mind defense ------ Mind save +18 (+10 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +2 Defense +6 (+2 eff.) Crit Resistance 5.00% Disarm Resist +21% Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane A part of set. Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Arcane Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+6 eff.) Damage +10% arcane Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 One-handed war axes. Transformed with the power of the Spellblaze. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 121% 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 +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 light Damage Against +5% Undead While equipped: Stats +1 Cun +2 Con offense ------ Spell Crit +1% Spellpower +15 (+7 eff.) Damage +6% arcane other ------- Light +1 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 77% 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 +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +4 acid +8 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) Damage +15% fire defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Mind save +4 (+3 eff.) Healmod +12% Heal-on-summon +10 other ------- Max psi +10.00 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. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% On Hit: * 8% chance to slow global speed by 38% * 6% chance to reduce armor by 23% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Global Speed +3% On-Hit 5 fire Damage +5% fire Ignore resists +4% fire defense ------ Resistance +7% fire other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 87% 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 +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) defense ------ Resistance +7% all Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego] Psionic While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% mind Mind save +10 (+6 eff.) A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +1 Mag offense ------ Physical Power +3 (+1 eff.) Damage +3% nature On-Hit (Melee): * 10% chance to slow global speed by 38% defense ------ Resistance +6% nature Spell save +6 (+3 eff.) other ------- Infravision +2 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 38% defense ------ Defense +1 (+0 eff.) Life +30.00 other ------- Hate-on-crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con defense ------ Armor +5 Defense +1 (+0 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +10.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Wil +3 Con defense ------ Armor +3 Fatigue +2% Resistance +6% acid +6% lightning Knockbk Resist +10% other ------- Hate-on-crit +1.00 Light +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.3 Power cost 25 out of 25/25. Range 6 Cooldown: 35 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. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Mag +3 Wil offense ------ Spell Crit +1% Critical power +10.00% On-Hit 6 mind Damage +4% mind +3% fire defense ------ Armor +1 Resistance +6% mind 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 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 fire Damage +3% fire defense ------ Armor +1 Resistance +5% fire 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 T2 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 temporal On-Ranged-Hit 5 temporal Damage +4% temporal defense ------ Armor +2 Resistance +5% temporal 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 [Rare] Psionic While equipped: Stats +2 Wil offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% light Physical save +5 (+2 eff.) Mind save +5 (+3 eff.) Disarm Resist +20% other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str +4 Mag +1 Wil +3 Cun +2 Con offense ------ Damage +11% acid +3% cold defense ------ Defense +1 (+0 eff.) Resistance +16% acid +3% lightning A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: defense ------ Defense +16 (+5 eff.) Resistance +3% lightning +3% temporal Life +40.00 Cut Resist +10% Confus Resist +10% other ------- EQ when Hit +1.00 Psi when Hit +0.90 Hate when Hit +0.90 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +10% blight defense ------ Armor +1 Fatigue +1% Resistance +12% lightning +12% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Mag offense ------ Damage +3% fire When Hit 4 fire defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Crit Resistance 15.00% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Mind Crit +1% Critical power +10.00% When Hit 8 acid defense ------ Armor +1 Fatigue +1% other ------- Max hate +2.00 Skullcracker +1 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.9 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 152.2 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) Ignore resists +5% nature Accuracy +5 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% fire +5% cold Mind save +9 (+5 eff.) other ------- Stamina/turn +1.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +3% nature +3% mind On-Hit (Melee): * 20% chance to slow global speed by 38% * 20% chance to reduce all saves and defense by 13 defense ------ Armor +3 Fatigue +3% Resistance +9% fire A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Damage +6% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal Crit Resistance 10.00% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +12% lightning +3% mind +6% acid Poison Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +1 Dex +1 Wil offense ------ Ignore resists +15% darkness defense ------ Resistance +5% arcane Physical save +5 (+2 eff.) Healmod +11% other ------- Light +3 Infravision +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% fire When Hit 6 fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% nature +3% fire +3% light +5% arcane Life +45.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +5 Dex +3 Con offense ------ Damage +9% blight defense ------ Crit Resistance 10.00% Mind save +6 (+4 eff.) other ------- Light +3 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 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 T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +1 Wil +4 Cun offense ------ Ignore resists +15% lightning Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 248 physical damage Puts all charms on 15 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +10% light +10% lightning When Hit 2 nature defense ------ Resistance +9% lightning 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: 210 Base Damage: 98 Armor: 4 All Resist: 3 Puts all charms on 25 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Dex +5 Wil +4 Con Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 647 Base Damage: 256 Armor: 9 All Resist: 6 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 29 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Nome the Ogre Marauder level 10
1st Haze 122nd year of Ascendancy at 01:35 see stats
By Nome the Ogre Marauder level 8
75th Dusk 122nd year of Ascendancy at 18:47 see stats
By Nome the Ogre Marauder level 13
34th Haze 122nd year of Ascendancy at 07:15 see stats
Log
Nome has finished recovering.
Xuriavena the sandworm activates a prepared device.
Nome triggers a trap (Xuriavena the sandworm's springrazor trap)!
Nome is entangled in razorwire!
Xuriavena the sandworm's springrazor trap hits Nome for 126 physical damage.
Nome uses Dual Strike.
Nome misses Xuriavena the sandworm.
Xuriavena the sandworm uses Dual Strike.
Nome resists the stunning strike!
Xuriavena the sandworm hits Nome for 66 physical, (12 parried), 80 physical (147 total damage).
Nome is poisoned!
Xuriavena the sandworm's Quickdraw Knife hits Nome for 76 physical damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Rune: Shielding is still on cooldown for 1 turns.
Talent Greater Weapon Focus is ready to use.
Talent Flurry is ready to use.
Talent Rune: Shielding is ready to use.
Xuriavena the sandworm uses Fan of Knives.
Deadly Poison from Xuriavena the sandworm hits Nome for 13 nature damage.
The unstable sand tunnel collapses!
Xuriavena the sandworm's Fan of Knives performs a melee critical strike against Nome!
Xuriavena the sandworm's Fan of Knives hits Nome for 100 physical damage.
Xuriavena the sandworm's Fan of Knives hits Nome for (12 parried), 41 physical (41 total damage).
Xuriavena the sandworm's Fan of Knives hits Nome for 55 physical damage.
Nome the level 16 ogre marauder was raked to death by Xuriavena the sandworm on level 3 of Sandworm lair.