











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 26 / 39% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 25 (base 13) |
Dexterity | 59 (base 56) |
Constitution | 13 (base 10) |
Magic | 26 (base 16) |
Willpower | 20 (base 10) |
Cunning | 61 (base 45) |
Resources
Life | 618/618 |
Stamina | 182/182 |
Healing Factor | 1.2783363011315 |
Regeneration | 22.335234432805 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -997 |
Infravision | 9 |
See Stealth | 40.882121981944 |
See Invisible | 49.882121981944 |
Stealth | 58 |
Offense: Mainhand
Damage | 60 |
Accuracy | 44 |
Crit Chance | 26% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 44 |
Crit Chance | 25% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Fire | +4% |
Nature | +8% |
Blight | +15% |
Physical | +8% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 13 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 24 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Nature | + 20%( 70%) |
Darkness | + 24%( 70%) |
Light | + 16%( 70%) |
Cold | + 16%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 20%( 70%) |
Fire | + 20%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 47% |
Confusion Resistance | 34% |
Teleport Resistance | 10% |
Blind Resistance | 100% |
Silence Resistance | 22% |
Disarm Resistance | 20% |
Pinning Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 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
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Quickdraw |
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Numbing Poison |
talent | Volatile Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.2 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of serendipity |
beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 98 - 137 Accuracy: 59 (knife) APR: 16 Crit Chance: +39% Crit mult: 177% Uses Stats: 50% Cun, 70% Dex |
beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 15 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
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 successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Arenne the black bear. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | 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 fire 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed length of troll intestine. * You've found the needed pouch of luminous horror dust. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +22% Confus Resist +24% Stun Resist +27% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +5 Wil +1 Con defense ------ Crit Resistance 10.00% Life +40.00 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. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str defense ------ Armor +4 Fatigue +4% Resistance +3% blight Crit Resistance 10.00% Life +60.00 Confus Resist +10% Pinning Resist +20% Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 92.3 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ On-Hit 7 fire Damage +4% fire Ignore resists +15% cold defense ------ Armor +2 Fatigue +3% Resistance +6% cold +7% fire Life Regen +6.00 other ------- Stamina/turn +1.90 Max stamina +32.00 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 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 16 turn cooldown Torques are made by powerful psionics to store psionic powers. |
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 (+4 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 T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness defense ------ Resistance +6% light +5% arcane Spell save +3 (+1 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 light Damage Against +5% Undead While equipped: Stats +8 Cun +3 Str offense ------ When Hit 2 temporal defense ------ Resistance +3% fire other ------- See Invisibility +9 Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Mindpower +4 (+2 eff.) Ignore resists +10% fire On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Defense +25 (+7 eff.) Mind save +6 (+3 eff.) Healmod +5% Teleport Resist +10% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness Damage Against +5% Living While equipped: defense ------ Spell save +3 (+1 eff.) Stun Resist +20% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Damage +6% mind defense ------ Armor +4 Defense +10 (+3 eff.) Physical save +7 (+4 eff.) Unlife -60.00 life Life Regen +4.00 other ------- Max hate +10.00 Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Arcane While equipped: offense ------ Damage +15% blight defense ------ Defense +5 (+1 eff.) Resistance +24% blight +5% arcane +11% all Unlife -80.00 life Pinning Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -193 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 193 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 158 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 56.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 131 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 431 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ When Hit 8 mind defense ------ Resistance +6% cold Physical save +6 (+3 eff.) Life +40.00 other ------- Hate-on-crit +5.00 Masteries +0.22 Technique/Combat training +0.22 Cunning/Lethality Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +4 Wil +9 Con defense ------ Resistance +15% cold Crit Resistance 10.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +1 Cun offense ------ Spellpower +7 (+4 eff.) On-Hit 14 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 21 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 21 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +7 Wil +5 Cun offense ------ Mindpower +5 (+2 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +8 Resistance +2% physical Mind save +6 (+3 eff.) other ------- Stamina/turn +2.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +6 Str +4 Con offense ------ Spell Crit +2% Spellpower +6 (+3 eff.) Damage +15% arcane Ignore resists +20% arcane Ignore Armor +2 defense ------ Resistance +5% arcane +3% darkness Physical save +9 (+5 eff.) other ------- Mana/turn +0.12 Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 mind On-Hit, radius 1 +4 temporal On-crit, radius 2 +4 cold On Hit: * 14% chance to reduce all saves and defense by 21 While equipped: Stats +8 Wil +3 Cun +6 Con offense ------ Ignore resists +6% physical Accuracy +6 (+2 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Life +32.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 cold While equipped: Stats +3 Str offense ------ Damage +7% physical Accuracy +8 (+3 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 41 fire damage (1/turn) While equipped: offense ------ Damage +5% fire Ignore resists +8% fire Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 temporal While equipped: offense ------ Ignore resists +7% physical Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Resistance +5% temporal One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Master Weapon Damage 18.5 - 25.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +12 (+4 eff.) Ignore Armor +8 One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +2 Wil offense ------ Spellpower +6 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Cun, 20% Mag, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Disrupt/Psionic Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +8 physical On Hit: * 15 arcane resource burn While equipped: Stats +3 Dex +1 Con offense ------ Mind Crit +4% Physical Power +10 (+4 eff.) Mindpower +8 (+4 eff.) Damage +9% lightning +12% physical +9% darkness +11% cold +13% mind Ignore resists +7% mind +13% darkness Accuracy +10 (+4 eff.) defense ------ Defense +20 (+6 eff.) Resistance +6% arcane Pinning Resist +18% other ------- Max hate +7.00 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. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Ignore resists +11% all Accuracy +9 (+3 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-crit, radius 2 +13 acid +9 nature Uses 2.0 Steam While equipped: offense ------ Ignore resists +10% acid +10% nature Ignore Armor +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Accuracy +11 (+4 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 arrow ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 16 Ignore Shields +30% On-ranged-hit +15 light +8 blight Damage Against +20% Undead On-Hit, radius 1 +20 arcane On-crit, radius 2 +8 arcane On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Arcane/Master Weapon Damage 21.0 - 25.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 14 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 35.5 - 42.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +13 nature Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con offense ------ When Hit: * 13% chance to reduce armor by 24% defense ------ Armor +6 Fatigue +8% Resistance +17% lightning +6% temporal +15% cold +5% arcane +13% acid Life +60.00 Pinning Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% Resistance +15% nature +15% blight other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +16 (+8 eff.) defense ------ Resistance +9% all other ------- Mana/turn +0.19 Max mana +51.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +2 Cun offense ------ Move Speed +20% defense ------ Armor +9 Defense +17 (+5 eff.) Fatigue +7% Mind save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +6% physical Physical save +13 (+7 eff.) Mind save +13 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Arcane/Nature/Master/Psionic While equipped: Stats +4 Str +5 Dex +5 Mag +10 Wil +8 Cun defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Mind save +14 (+7 eff.) Life +38.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Rare] Master While equipped: Stats +2 Cun offense ------ Damage +30% arcane Ignore resists +25% darkness +10% mind When Hit 4 mind defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +19% acid +5% arcane A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +13 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +9 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% acid +7% cold Mind save +14 (+7 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +17% cold +12% light +11% darkness A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+7 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +7 Mag +3 Con offense ------ Mindpower +4 (+2 eff.) Damage +9% cold defense ------ Resistance +15% lightning Mind save +7 (+4 eff.) other ------- Infravision +2 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Con defense ------ Defense +7 (+2 eff.) Physical save +5 (+3 eff.) other ------- Infravision +2 See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Wil +1 Cun +4 Con offense ------ Ignore resists +5% fire defense ------ Defense +1 (+0 eff.) other ------- See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Physical Crit +1.0% Physical Power +10 (+4 eff.) Ignore Armor +2 When Hit 6 physical defense ------ Armor +2 Defense +6 (+2 eff.) Resistance +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
![]() 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] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 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+] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +8% blight Spell save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Ignore resists +20% fire +25% temporal Accuracy +18 (+6 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +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 +2 Cun +3 Mag defense ------ Defense +1 (+0 eff.) Resistance +9% lightning +7% temporal +5% arcane other ------- See Invisibility +9 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +5 Str +6 Dex defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 92.3 Physical damage. If the attack hits, the target is confused (41% 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 T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +7 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +9% blight Mind save +5 (+3 eff.) A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Psionic While equipped: Stats +1 Str +2 Wil +1 Cun offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) Damage +6% fire +6% mind +9% light Ignore resists +15% mind +10% light defense ------ Mind save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 166 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 [Rare] Psionic While equipped: Stats +3 Str +1 Dex +3 Mag offense ------ Mind Crit +1% defense ------ Resistance +9% mind other ------- EQ when Hit +0.08 Blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Resistance +9% acid +12% temporal +3% light Confus Resist +20% Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 21 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Mag +9 Wil +1 Cun offense ------ On-Hit (Melee): * 20% chance to reduce armor by 24% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +5% arcane On-Hit (Melee): * 20% chance to slow global speed by 47% defense ------ Resistance +5% arcane Sting an enemy dealing 190 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By ZenThrowsKnives the Halfling Rogue level 18
37th Dusk 122nd year of Ascendancy at 15:54 see stats
By ZenThrowsKnives the Halfling Rogue level 22
22nd Haze 122nd year of Ascendancy at 14:35 see stats
By ZenThrowsKnives the Halfling Rogue level 24
10th Decay 122nd year of Ascendancy at 18:55 see stats
By ZenThrowsKnives the Halfling Rogue level 10
7th Mirth 122nd year of Ascendancy at 04:33 see stats
By ZenThrowsKnives the Halfling Rogue level 20
1st Time of Equilibrium 122nd year of Ascendancy at 10:56 see stats
By ZenThrowsKnives the Halfling Rogue level 21
20th Haze 122nd year of Ascendancy at 19:37 see stats
By ZenThrowsKnives the Halfling Rogue level 7
2nd Mirth 122nd year of Ascendancy at 13:20 see stats
By ZenThrowsKnives the Halfling Rogue level 25
2nd Regrowth 123rd year of Ascendancy at 10:41 see stats
By ZenThrowsKnives the Halfling Rogue level 16
20th Dusk 122nd year of Ascendancy at 08:23 see stats
By ZenThrowsKnives the Halfling Rogue level 24
10th Decay 122nd year of Ascendancy at 16:14 see stats
By ZenThrowsKnives the Halfling Rogue level 18
27th Dusk 122nd year of Ascendancy at 02:54 see stats
Log
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 13 turns (stop reason: at door).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 17 turns (stop reason: at door).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: at door).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 57 turns (stop reason: at door).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
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Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).