









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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:
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: 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. 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 Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 22 / 100% |
Size | big |
Lifes / Deaths | Killed by ritch flamespitter at level 20 on the 4th Haze 122nd year of Ascendancy at 17:44 2 / 4Killed by Zubewen the anaconda at level 22 on the 41st Haze 122nd year of Ascendancy at 04:39 Killed by fire drake at level 22 on the 41st Haze 122nd year of Ascendancy at 10:22 Killed by Ilnaon at level 22 on the 41st Haze 122nd year of Ascendancy at 10:27 |
Primary Stats
Strength | 63 (base 18) |
Dexterity | 57 (base 51) |
Constitution | 55 (base 10) |
Magic | 17 (base 10) |
Willpower | 24 (base 10) |
Cunning | 45 (base 39) |
Resources
Life | 653/653 |
Mana | 296/296 |
Stamina | 198/198 |
Steam | 100/100 |
Healing Factor | 1.584935892727 |
Regeneration | 9.9058493295438 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 38.045069181528 |
See Invisible | 39.045069181528 |
Offense: Barehand
Damage | 95 |
Accuracy | 44 |
Crit Chance | 24% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Light | +6% |
Cold | +26% |
Nature | +4% |
Physical | +36% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Physical | +5% |
Darkness | +10% |
Lightning | +10% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 22 (55.65183292883%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 26 |
Mental Save | 34 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 30%( 70%) |
All | + 11%( 70%) |
Darkness | + 11%( 70%) |
Physical | + 12%( 70%) |
Temporal | + 17%( 70%) |
Lightning | + 24%( 70%) |
Mind | + 11%( 70%) |
Fire | + 17%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 221.26 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 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 83 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 172% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 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 successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shade. | 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. | 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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed ice ant stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed pouch of luminous horror dust. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +10 Str +8 Con offense ------ Damage +7% physical Ignore resists +10% lightning defense ------ Armor +3 Resistance +7% fire +8% cold Life Regen +4.00 Healmod +13% other ------- Size +1 A pair of boots made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 8 nature Damage +4% nature Accuracy +14 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% nature Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +13.0% Attack Speed 100% On-crit, radius 2 +5 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +2 Mag +5 Wil +6 Con offense ------ Physical Power +9 (+2 eff.) Damage +3% fire other ------- Light +3 Infravision +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +2 Cun +4 Str offense ------ On-Hit 13 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 19 defense ------ Armor +8 other ------- Hate-on-crit +2.00 Max hate +5.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 4.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Con offense ------ Critical power +5.00% Move Speed +10% Damage +6% light +9% cold defense ------ Fatigue -5% Resistance +3% cold Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +10% lightning +10% physical +17% cold Ignore resists +20% nature When Hit 2 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 defense ------ Armor +3 Hardiness +20% Fatigue +3% Resistance +7% lightning +7% cold +3% blight +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Con offense ------ Damage +9% physical defense ------ Resistance +5% arcane +1% physical Physical save +15 (+5 eff.) Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +7 Str +3 Con offense ------ Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +2 (+1 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Physical Power +20 (+5 eff.) Ignore resists +5% physical defense ------ Resistance +8% lightning +7% temporal +3% cold Healmod +15% Disease Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 289 life over 5 turns. 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: 13 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.12 Technique/Unarmed discipline Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Accuracy +20 (+6 eff.) When Hit 4 physical On-Hit (Melee): * 10% chance to reduce armor by 20% defense ------ Physical save +12 (+4 eff.) Blind Resist +22% other ------- Stamina/turn +1.00 Infravision +3 See Stealth +8 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +12% nature defense ------ Defense +6 (+2 eff.) Resistance +24% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +1 Con offense ------ Accuracy +9 (+3 eff.) Ignore Armor +7 defense ------ Defense +7 (+2 eff.) Spell save +13 (+7 eff.) Disease Resist +15% other ------- Max stamina +13.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! It was changed by the digestive sack. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +4.0% Spell Crit +1% Spellpower +3 (+3 eff.) Damage +10% temporal defense ------ Defense +21 (+7 eff.) Resistance +12% fire other ------- Stamina/turn +3.00 Max stamina +20.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 61.23 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Master 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 +3 Cun offense ------ Spell Crit +9% Mind Crit +2% Critical power +14.00% Spellpower +6 (+4 eff.) Damage +15% lightning +21% fire +9% mind other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Psionic Weapon Damage 31.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +10 mind On Hit: * 20% chance to reduce all saves and defense by 19 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Cun +3 Wil Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 blight +12 darkness Damage Against +10% Living On Hit: 20% Epidemic level 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 10 On Critical: * Wound the target dealing 244 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Mind Crit +3% Physical Power +10 (+2 eff.) Mindpower +15 (+7 eff.) When Hit 4 acid defense ------ Disease Resist +22% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master Weapon Damage 39.0 - 62.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +35% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Master Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +19 (+6 eff.) Ignore Armor +12 Massive two-handed swords. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Cun defense ------ Resistance +3% darkness other ------- Hate-on-crit +3.00 Light +1 Blunt and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Disrupt Weapon Damage 14.5 - 20.3 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% chance to slow global speed by 44% While equipped: defense ------ Armor +4 Resistance +18% fire Unlife -80.00 life other ------- EQ when Hit +0.08 Blunt and deadly. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +2 Dex +2 Con offense ------ Physical Crit +4.0% Physical Power +10 (+2 eff.) defense ------ Armor +3 Defense +23 (+8 eff.) Resistance +7% all Physical save +17 (+6 eff.) other ------- Max stamina +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +13% lightning When Hit: * 3% chance to slow global speed by 44% * 5 arcane resource burn defense ------ Resistance +19% lightning +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+3 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature While equipped: Stats +1 Con offense ------ Critical power +10.00% On-Hit 5 fire On-Ranged-Hit 6 fire Accuracy +5 (+1 eff.) defense ------ Armor +13 Defense +6 (+2 eff.) Fatigue +7% Resistance +5% acid +5% cold +10% fire +11% physical Physical save +6 (+2 eff.) Life +22.00 other ------- Breathe water A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Master While equipped: Stats +5 Dex offense ------ Physical Crit +3.0% Critical power +13.00% Physical Power +6 (+1 eff.) Move Speed +20% defense ------ Armor +6 Defense +16 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 14.0 Encumbrance T4 heavy armor [Ego] Master While equipped: defense ------ Armor +14 Defense +4 (+1 eff.) Fatigue +12% Resistance +20% lightning A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Con offense ------ Physical Power +3 (+1 eff.) Damage +12% fire defense ------ Resistance +3% cold Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +3 (+1 eff.) Ignore resists +10% nature defense ------ Spell save +6 (+3 eff.) other ------- Light +2 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Critical power +5.00% Spellpower +20 (+11 eff.) Damage +3% cold Against +17% Summoned defense ------ Resist Against +17% Summoned Spell save +3 (+2 eff.) other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 2 darkness On-Hit (Melee): * 20% chance to slow global speed by 44% * 20 arcane resource burn 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 [Rare] Master While equipped: Stats +3 Str offense ------ Damage +12% acid +6% cold defense ------ Defense +17 (+6 eff.) Resistance +4% physical +12% cold Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +4% When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 20% defense ------ Armor +1 Resistance +7% fire +7% cold other ------- EQ when Hit +0.08 Max psi +30.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +4 (+3 eff.) defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +14.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Str +1 Wil offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Damage +12% mind +6% physical Ignore resists +20% mind Ignore Armor +5 On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Armor +3 Defense +15 (+5 eff.) A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +2% Resistance +7% lightning +6% temporal +3% acid Disease Resist +10% Stun Resist +20% 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 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Wil +7 Con offense ------ Damage +6% fire Ignore resists +20% mind defense ------ Armor +2 Disarm Resist +29% other ------- Light +3 See Invisibility +15 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On Hit: 10% Disarm level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +3% nature +5% physical Ignore resists +25% mind When Hit 8 nature defense ------ Armor +9 Resistance +15% mind Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-Hit, radius 1 +9 physical On-crit, radius 2 +10 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 125% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 192.64 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 physical Damage +3% physical defense ------ Armor +7 Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-Hit, radius 1 +5 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Mind save +3 (+1 eff.) Healmod +5% Disease Resist +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.94 to 89.81 lightning damage (59.87 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Con offense ------ Critical power +10.00% Accuracy +10 (+3 eff.) When Hit 8 darkness defense ------ Armor +7 Fatigue +3% other ------- Stamina when Hit +2.10 EQ when Hit +1.20 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +2 Cun +3 Con offense ------ Mind Crit +3% Physical Power +10 (+2 eff.) Damage +3% mind defense ------ Armor +3 Fatigue +5% other ------- Stamina/turn +3.00 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] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +9% lightning +8% cold +3% blight Spell save +6 (+3 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 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 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Nature While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire 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. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful healing salve [power 349] powerful healing salve [power 349]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 57% cooldown modifier. Heal 349 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
powerful pain suppressor salve [power 302] powerful pain suppressor salve [power 302]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 57% cooldown modifier. Let you fight up to -302 life and reduces all damage by 17% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature +6% lightning Ignore resists +5% nature When Hit 6 lightning 2 nature defense ------ Resistance +14% nature 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 +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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 172 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: offense ------ Ignore Armor +2 defense ------ Resistance +1% physical +6% nature +9% mind Disarm Resist +10% Teleport Resist +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Dex +2 Con offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +4 Defense +5 (+2 eff.) Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 27 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Fire a magical bolt dealing 182 lightning damage Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Ilnaon the Cornac Brawler level 13
32nd Dusk 122nd year of Ascendancy at 18:16 see stats
By Ilnaon the Cornac Brawler level 10
8th Mirth 122nd year of Ascendancy at 11:12 see stats
By Ilnaon the Cornac Brawler level 20
4th Haze 122nd year of Ascendancy at 16:10 see stats
By Ilnaon the Cornac Brawler level 21
35th Haze 122nd year of Ascendancy at 06:31 see stats
By Ilnaon the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 17:37 see stats
By Ilnaon the Cornac Brawler level 13
4th Flare 122nd year of Ascendancy at 13:09 see stats
By Ilnaon the Cornac Brawler level 16
61st Dusk 122nd year of Ascendancy at 13:51 see stats
By Ilnaon the Cornac Brawler level 22
41st Haze 122nd year of Ascendancy at 10:27 see stats
Log
Rimebark's ice area effect hits Ritch flamespitter for (28 to ice), 43 cold (43 total damage).
Ice wall hits Betivea the netherworm mass for 3 cold damage.
Ice wall hits Betivea the netherworm mass for 3 cold damage.
Fire drake roars!
Ilnaon reacts to damage from Fire drake, mitigating the blow!.
Ilnaon wanders around!
Fire drake hits Ilnaon for (20 flat reduction), (30 reacted , -3 stam), 189 physical (189 total damage).
Ritch flamespitter misses Ritch flamespitter.
Rimebark's ice area effect hits Ritch flamespitter for (28 to ice), 43 cold (43 total damage).
Fire drake's devouring flames area effect hits Ritch flamespitter for (2 to ice), 3 fire (3 total damage).
Fire drake's devouring flames area effect hits Rimebark for 25 fire damage.
Ilnaon seems more focused.
Ilnaon has recovered!
Fire drake breathes fire!
Ilnaon casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Fire drake hits Ilnaon for (20 flat reduction), 155 fire (155 total damage).
Ilnaon the level 22 cornac brawler was blazed to death by a fire drake on level 1 of Old Forest.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Fire drake killed Ilnaon!
Saving game...
Talent Open Palm Block is ready to use.
Talent Infusion: Movement is ready to use.
Talent Vitality is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!