









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! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. 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 Roguelike |
Sex | Male |
Race | Yeek |
Class | Solipsist |
Level / Exp | 32 / 62% |
Size | small |
Lifes / Deaths | Killed by Adomildann the sand-drake at level 24 on the 66th Haze 122nd year of Ascendancy at 00:14 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 31 (base 18) |
Constitution | 18 (base 10) |
Magic | 19 (base 10) |
Willpower | 91 (base 60) |
Cunning | 80 (base 60) |
Resources
Life | 496/496 |
Equilibrium | 30 |
Psi | 489/489 |
Healing Factor | 1.4911363549268 |
Regeneration | 53.576135683021 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +162.46244257014% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
See Stealth | 58.292576378924 |
See Invisible | 58.292576378924 |
Offense: Mainhand
Damage | 38 |
Accuracy | 55 |
Crit Chance | 28% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 55 |
Crit Chance | 30% |
APR | 51 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +16% |
Fire | +13% |
Nature | +12% |
Physical | +49% |
Cold | +19% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Physical | +32% |
Lightning | +28% |
Defense: Base
Armour (hardiness) | 19 (48.304188961773%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 58.48 |
Spell Save | 55.645 |
Mental Save | 61 |
Defense: Resistances
Acid | + 14%( 70%) |
Lightning | + 41%( 70%) |
Cold | + 17%( 70%) |
Temporal | + 29%( 70%) |
Blight | + 18%( 70%) |
Physical | + 16%( 70%) |
Fire | + 22%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Confusion Resistance | 92% |
Disarm Resistance | 20% |
Stun Resistance | 48% |
Instadeath Resistance | 100% |
Silence Resistance | 47% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 225 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 387 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Solipsism | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Dream Smith | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Distortion | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Psionic / Psychic Assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Lucid Dreamer |
talent | Antimagic Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by Polyletha the snow giant. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Porelramina the fire drake hatchling. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Physical Crit +1.0% Physical Power +4 (+1 eff.) Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +13% temporal +1% physical Physical save +18 (+2 eff.) Spell save +7 (+1 eff.) Mind save +14 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Physical save +9 (+1 eff.) Unlife -80.00 life Life Regen +4.00 Healmod +12% Pinning Resist +10% 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 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 (+1 eff.) Spell save +12 (+1 eff.) Mind save +12 (+3 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Critical power +20.00% On-Hit 6 fire Damage +5% fire Ignore resists +20% acid +20% physical defense ------ Armor +1 Resistance +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% nature defense ------ Resistance +2% physical +6% fire Crit Resistance 5.00% Disarm Resist +20% Confus Resist +10% Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 11 turn cooldown 100% to reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) Ignore resists +5% physical Accuracy +9 (+4 eff.) Ignore Armor +13 defense ------ Defense +25 (+9 eff.) Life +58.00 Life Regen +15.00 Healmod +13% Stun Resist +28% Disengage: Puts all charms on 8 turn cooldown Effective talent level: 3.5 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% 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! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Ignore Armor +1 When Hit 2 cold defense ------ Armor +4 Resistance +3% acid +3% physical Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str +5 Dex +5 Cun +5 Con offense ------ Physical Power +10 (+3 eff.) Move Speed +10% Damage +18% physical Ignore resists +20% lightning Accuracy +10 (+5 eff.) When Hit 4 lightning defense ------ Armor +4 Fatigue -6% Physical save +12 (+1 eff.) Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +8% fire +8% physical +8% cold defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Dex offense ------ Damage +3% physical When Hit 4 fire defense ------ Defense +10 (+4 eff.) Resistance +10% lightning +7% temporal Physical save +15 (+2 eff.) Unlife -40.00 life A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature Weapon Damage 12.5 - 13.8 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% While equipped: Stats +3 Str +5 Dex +4 Mag +5 Wil +3 Cun +3 Con offense ------ Mind Crit +4% Mindpower +12 (+3 eff.) On-Hit 11 lightning Damage +8% lightning Ignore resists +8% lightning defense ------ Resistance +9% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Physical save +5 (+1 eff.) Mind save +8 (+2 eff.) Unlife -50.00 life 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 [Ego++] Nature While equipped: Stats +5 Str +5 Mag +4 Wil offense ------ Damage +8% lightning +10% physical +11% cold defense ------ Resistance +8% blight +7% cold +7% lightning +11% all Life +40.00 Life Regen +3.00 Healmod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 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 -571 life. The duration and life will increase by 1% for every 1% life you have lost (currently 571 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 638% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 540% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 521 life over 5 turns. Its effects scale with your Cunning stat. 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: 15 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 37% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +2 Con offense ------ Damage +3% lightning +6% fire defense ------ Resistance +18% fire +12% temporal Pinning Resist +24% Knockbk Resist +26% other ------- Infravision +3 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Cun +1 Con offense ------ Accuracy +10 (+5 eff.) Ignore Armor +2 defense ------ Crit Resistance 5.00% Unlife -60.00 life Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +4.0% Damage +9% cold Ignore resists +10% physical defense ------ Resistance +3% fire +3% cold +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Dex +2 Mag +6 Wil defense ------ Resistance +3% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +2 Mag offense ------ Damage +15% darkness Ignore resists +25% darkness Accuracy +15 (+7 eff.) defense ------ Resistance +6% physical Crit Resistance 10.00% Physical save +12 (+1 eff.) other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 26 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 418 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats +5 Dex +3 Wil +5 Cun +5 Con offense ------ Mindpower +7 (+2 eff.) When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +8 (+2 eff.) Confus Resist +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +23.00% Damage +24% blight +15% temporal Accuracy +7 (+3 eff.) Ignore Armor +13 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 defense ------ Resistance +6% temporal other ------- EQ when Hit +0.12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.19 Psionic/Mentalism Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +7 Str +2 Wil offense ------ Mind Crit +4% Damage +12% acid +9% mind When Hit 6 mind defense ------ Resistance +8% nature +7% blight Poison Resist +13% Disease Resist +12% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +23 Critical Rate +3.0% Attack Speed 100% On-hit +16 cold While equipped: Stats +4 Str +7 Dex +3 Cun offense ------ Mind Crit +2% Critical power +11.00% Mindpower +4 (+1 eff.) other ------- Stamina/turn +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% Ignore Shields +10% On-hit +16 acid On-crit, radius 2 +8 fire On Hit: * 20% chance to reduce armor by 21% While equipped: Stats +4 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +12% acid +6% fire Spell save +6 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +16 mind While equipped: Stats +8 Wil offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Ignore resists +15% mind defense ------ Resistance +6% lightning +6% light Spell save +7 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 light On Hit: * 20% chance to slow global speed by 67% While equipped: Stats +3 Con offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) Damage +12% light defense ------ Crit Resistance 5.00% Life +20.00 Life Regen +1.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +5 Wil offense ------ Damage +6% lightning +8% physical +20% cold defense ------ Resistance +5% lightning +25% cold +7% all 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 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+1 eff.) Spell save +10 (+1 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. |
![]() 14.0 Encumbrance T2 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% acid +7% cold Mind save +13 (+3 eff.) other ------- Breathe water A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Cun +4 Con +5 Lck offense ------ Physical Power +8 (+2 eff.) defense ------ Physical save +9 (+1 eff.) Stealth +7 other ------- Disarm Traps +10 Infravision +4 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +5 Dex +3 Wil +9 Cun +5 Lck offense ------ Against +18% Summoned defense ------ Resist Against +20% Summoned Stealth +6 other ------- Disarm Traps +10 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% darkness +3% fire Unlife -60.00 life Blind Resist +10% 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 +1 Str +3 Dex +4 Mag +1 Con offense ------ Ignore resists +20% cold defense ------ Defense +1 (+1 eff.) Resistance +6% lightning Crit Resistance 5.00% 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 +1 Dex offense ------ Physical Crit +2.0% Critical power +5.00% Ignore Armor +1 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +1 Wil +3 Con defense ------ Defense +1 (+1 eff.) Life +30.00 other ------- Max hate +6.00 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 +2 Dex +2 Wil +7 Cun +5 Con offense ------ Damage +21% fire defense ------ Defense +1 (+1 eff.) other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Cun offense ------ Ignore resists +5% lightning defense ------ Armor +3 Fatigue +2% Resistance +12% nature Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) other ------- Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +6 Str +2 Mag +2 Con offense ------ Ignore resists +20% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +4 Fatigue +3% Life Regen +5.00 Healmod +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +3 Str +4 Dex +5 Cun offense ------ Accuracy +6 (+3 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+1 eff.) Mind save +6 (+1 eff.) Disarm Resist +22% 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 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+0 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ Mindpower +30 (+7 eff.) On-Hit 6 physical Damage +9% temporal +4% physical Ignore resists +20% lightning defense ------ Armor +7 Fatigue +1% other ------- Psi when Hit +0.16 Max psi +30.00 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Mag offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 39 defense ------ Armor +1 Fatigue +1% Resistance +3% mind other ------- Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +5 Dex +2 Mag +1 Wil +2 Cun +1 Con defense ------ Armor +1 Fatigue +1% other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +4.0% When Hit 2 lightning defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +6% fire +6% cold Physical save +3 (+0 eff.) Life Regen +4.00 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +6 Str +2 Wil +3 Cun offense ------ Mindpower +4 (+1 eff.) Damage +3% nature When Hit 8 nature On-Hit (Melee): * 10% chance to slow global speed by 67% defense ------ Armor +3 Fatigue +5% 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 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Disease Resist +15% Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
![]() 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 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 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 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str offense ------ Ignore resists +15% lightning defense ------ Defense +10 (+4 eff.) Resistance +3% lightning +3% fire Physical save +6 (+1 eff.) Healmod +11% 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Master While equipped: Stats +2 Str +2 Dex offense ------ Critical power +13.00% Physical Power +12 (+4 eff.) Move Speed +10% Ignore resists +16% physical Ignore Armor +6 On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +9% lightning +3% temporal +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +4 (+1 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 146 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 +1 Wil offense ------ Ignore resists +5% darkness On-Hit (Melee): * 10% chance to slow global speed by 67% * 10% chance to reduce damage dealt by 31% other ------- Infravision +3 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Beldrzsi the Yeek Solipsist level 18
79th Dusk 122nd year of Ascendancy at 21:04 see stats
By Beldrzsi the Yeek Solipsist level 13
6th Flare 122nd year of Ascendancy at 17:02 see stats
By Beldrzsi the Yeek Solipsist level 24
71st Haze 122nd year of Ascendancy at 11:48 see stats
By Beldrzsi the Yeek Solipsist level 26
10th Decay 122nd year of Ascendancy at 21:47 see stats
By Beldrzsi the Yeek Solipsist level 10
10th Mirth 122nd year of Ascendancy at 01:33 see stats
By Beldrzsi the Yeek Solipsist level 20
10th Haze 122nd year of Ascendancy at 20:23 see stats
By Beldrzsi the Yeek Solipsist level 30
1st Regrowth 123rd year of Ascendancy at 13:10 see stats
By Beldrzsi the Yeek Solipsist level 28
10th Allure 123rd year of Ascendancy at 10:17 see stats
By Beldrzsi the Yeek Solipsist level 2
75th Pyre 122nd year of Ascendancy at 19:35 see stats
By Beldrzsi the Yeek Solipsist level 8
7th Mirth 122nd year of Ascendancy at 05:41 see stats
By Beldrzsi the Yeek Solipsist level 13
11st Dusk 122nd year of Ascendancy at 23:58 see stats
By Beldrzsi the Yeek Solipsist level 26
7th Decay 122nd year of Ascendancy at 03:04 see stats
By Beldrzsi the Yeek Solipsist level 18
75th Dusk 122nd year of Ascendancy at 08:05 see stats
By Beldrzsi the Yeek Solipsist level 24
66th Haze 122nd year of Ascendancy at 00:14 see stats
Log
Beldrzsi uses Distortion Bolt.
Beldrzsi's mind surges with critical power!
Beldrzsi receives 7 healing (8 psi heal).
Beldrzsi's Distortion Bolt hits Armoured skeleton warrior for 584 physical damage.
Beldrzsi's Distortion Bolt killed Armoured skeleton warrior!
Beldrzsi receives 6 healing (8 psi heal).
Yeek mindslayer deactivates Charged Aura.
You collect a new ingredient: chunk of ghoul flesh (1).
Yeek mindslayer's mind surges with critical power!
Yeek mindslayer's mind surges with critical power!
Yeek mindslayer hits Something for 307 lightning damage.
Yeek mindslayer hits Something for 228 lightning damage.
Resting starts...
Talent Hammer Toss is ready to use.
Talent Distortion Bolt is ready to use.
Your summoned yeek mindslayer disappears.
Your summoned yeek mindslayer disappears.
Your summoned yeek mindslayer disappears.
Beldrzsi is no longer attuned.
The psychic field around Beldrzsi crumbles.
Rested for 7 turns (stop reason: hostile spotted to the west (skeleton assassin)).
Beldrzsi uses Distortion Bolt.
Talent Ravage is ready to use.
Beldrzsi receives 4 healing (5 psi heal).
Beldrzsi's Distortion Bolt hits Skeleton assassin for 237 physical damage.