











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Knight Evolution for Bulwark-Proofread version 1.7.4Adds a new class evolution for Bulwark, the Knight. - Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed. Knight Training Category - Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike. Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Arcane Archer 1.7.4Adds the Arcane Archer, a warrior subclass. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Doctornull's Class Pack Creep Fix 1.7.4A fix for the creep skill not working in the current version 1.7.4 original description: NOTE: use this one instead, not both Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here: This revision is mostly about removing incompatible bits which changed between 1.4 and 1.5, so the classes are rather bare at the moment. I'm registering it so I can play online. I'll post when the additional content is ready. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Semi-Roguelike (mild) |
Sex | Male |
Race | Skeleton |
Class | Incantor of Flame |
Level / Exp | 33 / 80% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 26 on the 67th Haze 122nd year of Ascendancy at 17:24 0 / 1 |
Primary Stats
Strength | 91 (base 59) |
Dexterity | 59 (base 23) |
Constitution | 62 (base 18) |
Magic | 81 (base 60) |
Willpower | 40 (base 10) |
Cunning | 58 (base 10) |
Resources
Life | 1214/1214 |
Mana | 224/224 |
Stamina | 221/221 |
Healing Factor | 1.5798029716161 |
Regeneration | 53.944193128699 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +377.62280929073% |
Spell | 0% |
Global | +104% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 9 |
See Stealth | 5.8683322308477 |
See Invisible | 20.639062262025 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 105 |
Accuracy | 64 |
Crit Chance | 29% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +64% |
Fire | +78% |
Arcane | +55% |
Cold | +55% |
All | +30% |
Offense: Damage Penetration
Lightning | +25% |
Physical | +15% |
Nature | +25% |
Fire | +104% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 107.22529779079 (87.807182003187%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 31 |
Physical Save | 48 |
Spell Save | 60 |
Mental Save | 36 |
Defense: Resistances
Physical | + 21%( 70%) |
Lightning | + 26%( 70%) |
Nature | + 20%( 70%) |
Temporal | + 27%( 70%) |
Fire | + 76%( 76%) |
Fire burn | + 20%( 70%) |
Mind | + 20%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 0% |
Bleed Resistance | 100% |
Knockback Resistance | 49% |
Fear Resistance | 100% |
Stun Resistance | 49% |
Poison Resistance | 100% |
Blind Resistance | 18% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 520 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 4 darkness, 4 fire, 4 nature, 3 light |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Fire | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Wildfire | 1.70 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Tempered | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Burning Wake |
talent | Shield Wall |
talent | Premonition |
talent | Wildfire |
talent | Keen Senses |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | Movement speed increased by 377%. Elemental Surge: Lightning |
beneficial effect | All damage increased by 30% Elemental Surge: Fire |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Armilathadur. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Armilathadur. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Bethuramira the grave wight. Escort: lost warrior (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by skeleton mage. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity 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 brawn. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal +6% mind Life +20.00 Life Regen +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Brand of the Pyrophage Brand of the Pyrophage1.0 Encumbrance T2 lite [Unique] Arcane While equipped: Stats +3 Wil offense ------ Spellpower/crit +2 Ignore resists +6% fire When Hit 6 fire burn defense ------ Resistance +6% fire burn +6% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max psi +20.00 Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 40 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 40.5% and life regen by 12.15 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Cun +5 Str offense ------ Damage +9% fire Ignore resists +15% physical defense ------ Armor +7 Fatigue +4% Resistance +6% fire Crit Resistance 10.00% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ Physical Crit +9.0% Spell Crit +9% Mind Crit +5% Critical power +10.00% defense ------ Armor +3 Fatigue +5% Physical save +10 (+4 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Accuracy +15 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Armor +2 Unlife -80.00 life Fire a magical bolt dealing 187 fire damage Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life +54.00 Life Regen +8.00 Healmod +13% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Ignore resists +25% nature +5% fire defense ------ Resistance +8% physical +7% nature +6% fire Physical save +13 (+5 eff.) Spell save +14 (+4 eff.) Mind save +14 (+6 eff.) Life +15.00 Life Regen +4.00 Blind Resist +18% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Nature Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +36 fire While equipped: offense ------ Global Speed +4% Ignore resists +5% fire One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Str +5 Dex +1 Con offense ------ Damage +9% lightning Ignore resists +10% fire defense ------ Resistance +8% lightning +10% temporal other ------- Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Rare] Master When used to Attack: Weapon Damage 161% Range: 1.0x-1.2x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +252 On-hit +20 nature On-Hit, radius 1 +20 nature While equipped: defense ------ Armor +32 Defense +20 (+7 eff.) Fatigue +8% Life Regen +4.00 other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 14.0 Encumbrance T4 heavy armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Con defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Physical save +4 (+2 eff.) Spell save +6 (+2 eff.) Mind save +5 (+3 eff.) Life +30.00 Life Regen +5.00 Healmod +11% A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 63.61 physical damage and 127.23 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Con offense ------ Ignore resists +7% acid +7% blight When Hit 10 bleed defense ------ Armor +4 Defense +5 (+2 eff.) Max Resistance +2% all Physical save +8 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +3% fire +10% cold When Hit 2 physical defense ------ Resistance +20% cold Physical save +9 (+3 eff.) Unlife -20.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Resistance +6% bleed Life Regen +1.00 Cut Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +12% fire defense ------ Resistance +24% fire Physical save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +4 Str +3 Mag +4 Con offense ------ When Hit 9 arcane 5 cold Talents granted by this ego do not have their typical weapon type requirements. Perfect Strike: (Instant) Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +66 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.3x Uses 10% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +8.0% Attack Speed 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 mind On-Hit, radius 1 +9 temporal While equipped: offense ------ Ignore resists +10% temporal Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Psionic Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 darkness Damage Against +6% Living On Hit: * 10% chance to reduce all saves and defense by 25 While equipped: offense ------ When Hit 2 arcane defense ------ Resistance +5% arcane Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resistance +6% light +1% physical Life +20.00 Healmod +5% Disarm Resist +21% Stun Resist +10% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 130% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 83 fire damage (1/turn) While equipped: Stats +1 Str offense ------ Damage +5% fire +5% physical Ignore resists +8% fire Accuracy +10 (+2 eff.) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 125% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 24 While equipped: offense ------ Ignore resists +8% all Accuracy +7 (+1 eff.) Ignore Armor +7 defense ------ Disease Resist +18% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Damage Against +5% Undead On Critical: * On a Crit, strike your target with a blast of Light dealing 172 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 43 for the duration. While equipped: offense ------ Critical power +12.00% Mindpower +5 (+2 eff.) On-Hit (Melee): * 10% chance to slow global speed by 51% defense ------ Resistance +9% darkness +6% lightning other ------- Hate-on-crit +3.00 Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +5 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: defense ------ Resistance +6% temporal Blunt and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Normal] Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex offense ------ Physical Crit +10.0% Physical Power +7 (+2 eff.) Damage +3% physical defense ------ Healmod +20% Disarm Resist +20% Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 nature On Hit: * 25% chance to afflict the target with Haywire, causing 110 Lightning damage over 5 turns and giving them a 16% chance to fail using talents. While equipped: Stats +3 Mag offense ------ Physical Power +3 (+1 eff.) Damage +6% lightning defense ------ Resistance +3% acid Crit Resistance 5.00% Mind save +3 (+2 eff.) Life +40.00 One-handed war axes. |
Oathblade (125% power, 0 apr) Oathblade (125% power, 0 apr)3.0 Encumbrance T2 longsword 1H weapon [Unique] Nature/Master Weapon Damage 125% Range: 1.0x-1.4x Uses 30% Dex, 20% Mag, 70% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +4.0% Attack Speed 100% Block +20 Damage Conversion 12% light While equipped: Stats +1 Wil offense ------ Damage +11% physical Ignore resists +10% lightning defense ------ Defense +20 (+7 eff.) other ------- Stamina when Hit +0.70 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 37% chance to parry attacks, reducing damage taken by up to 25% and deal 262% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Timekeeper (10 def, 4 armour, 113% power, 40 block) Timekeeper (10 def, 4 armour, 113% power, 40 block)7.0 Encumbrance T1 shield armor [Unique] Arcane When used to Attack: Weapon Damage 113% Range: 1.0x-1.1x Uses 100% Str Damage Physical Critical Rate +5.0% Block +40 While equipped: defense ------ Armor +4 Defense +10 (+3 eff.) Ranged Defense +8 (+3 eff.) Fatigue +6% Resistance +12% darkness +12% temporal Teleport Resist +100% other ------- Talents +2 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
![]() 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... |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Defense +9 (+3 eff.) Physical save +5 (+2 eff.) Stealth +6 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun +2 Con defense ------ Defense +1 (+0 eff.) Resistance +6% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: offense ------ On-Hit 7 manaburn arcane 5 fire burn On-Ranged-Hit 6 manaburn arcane 6 fire burn Damage +5% fire burn +6% manaburn arcane defense ------ Defense +1 (+0 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 T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+5 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Damage +5% lightning +6% fire +4% arcane Ignore resists +5% lightning +5% fire +5% arcane When Hit 4 lightning 4 fire 4 arcane defense ------ Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -2% Resistance +3% lightning +6% cold +3% light +9% acid other ------- Stamina/turn +2.00 Second Wind: (Instant) Puts all charms on 60 turn cooldown Effective talent level: 3.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 129 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 3 nature 4 fire Damage +3% nature +2% fire defense ------ Armor +1 Physical save +6 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+3 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 4.0 Power cost 16 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +10% fire +15% cold When Hit 2 fire defense ------ Armor +3 Fatigue +5% Resistance +9% darkness +3% cold Physical save +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil offense ------ Spell Crit +1% Spellpower +10 (+4 eff.) Damage +3% arcane +3% blight Ignore resists +15% blight +5% fire defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Physical save +10 (+4 eff.) other ------- Talents +1 Slayer Slayer: Passive - Increase Physcrit by 2% per each enemy you can see in a radius of 2. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Armilathadur the Skeleton Incantor of Flame level 32
10th Regrowth 123rd year of Ascendancy at 04:05 see stats
By Armilathadur the Skeleton Incantor of Flame level 31
1st Wintertide 123rd year of Ascendancy at 23:39 see stats
By Armilathadur the Skeleton Incantor of Flame level 32
2nd Allure 123rd year of Ascendancy at 18:02 see stats
By Armilathadur the Skeleton Incantor of Flame level 32
37th Regrowth 123rd year of Ascendancy at 23:21 see stats
By Armilathadur the Skeleton Incantor of Flame level 33
69th Regrowth 123rd year of Ascendancy at 11:43 see stats
By Armilathadur the Skeleton Incantor of Flame level 32
37th Regrowth 123rd year of Ascendancy at 21:09 see stats
By Armilathadur the Skeleton Incantor of Flame level 33
69th Regrowth 123rd year of Ascendancy at 07:35 see stats
By Armilathadur the Skeleton Incantor of Flame level 18
49th Dusk 122nd year of Ascendancy at 11:55 see stats
By Armilathadur the Skeleton Incantor of Flame level 20
54th Dusk 122nd year of Ascendancy at 15:04 see stats
By Armilathadur the Skeleton Incantor of Flame level 10
3rd Summertide 122nd year of Ascendancy at 18:25 see stats
By Armilathadur the Skeleton Incantor of Flame level 20
54th Dusk 122nd year of Ascendancy at 11:19 see stats
By Armilathadur the Skeleton Incantor of Flame level 30
9th Decay 122nd year of Ascendancy at 20:54 see stats
By Armilathadur the Skeleton Incantor of Flame level 20
61st Dusk 122nd year of Ascendancy at 11:21 see stats
By Armilathadur the Skeleton Incantor of Flame level 25
59th Haze 122nd year of Ascendancy at 22:27 see stats
By Armilathadur the Skeleton Incantor of Flame level 18
50th Dusk 122nd year of Ascendancy at 11:15 see stats
By Armilathadur the Skeleton Incantor of Flame level 13
11st Dusk 122nd year of Ascendancy at 13:56 see stats
By Armilathadur the Skeleton Incantor of Flame level 20
24th Haze 122nd year of Ascendancy at 02:47 see stats
By Armilathadur the Skeleton Incantor of Flame level 13
16th Dusk 122nd year of Ascendancy at 18:36 see stats
By Armilathadur the Skeleton Incantor of Flame level 17
48th Dusk 122nd year of Ascendancy at 05:35 see stats
By Armilathadur the Skeleton Incantor of Flame level 25
59th Haze 122nd year of Ascendancy at 21:12 see stats
By Armilathadur the Skeleton Incantor of Flame level 21
34th Haze 122nd year of Ascendancy at 16:45 see stats
By Armilathadur the Skeleton Incantor of Flame level 25
59th Haze 122nd year of Ascendancy at 21:12 see stats
By Armilathadur the Skeleton Incantor of Flame level 15
29th Dusk 122nd year of Ascendancy at 12:39 see stats
By Armilathadur the Skeleton Incantor of Flame level 30
10th Decay 122nd year of Ascendancy at 09:26 see stats
Log
Broken golem misses Armilathadur.
Broken golem slows down.
Talent used by Armilathadur
Armilathadur hits Broken golem for 51 fire, 45 cold, 48 lightning, 45 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane (205 total damage).
Burning from Armilathadur hits Broken golem for 0 fire, 0 cold, 0 lightning, 0 arcane (2 total damage).
Broken golem uses Knockback.
Broken golem misses Armilathadur.
Armilathadur no longer feels the burning within.
Broken golem misses Armilathadur.
Talent used by Armilathadur
Armilathadur hits Broken golem for 51 fire, 45 cold, 48 lightning, 45 arcane, 3 fire, 3 cold, 3 lightning, 3 arcane (203 total damage).
Burning from Armilathadur hits Broken golem for 0 fire, 0 cold, 0 lightning, 0 arcane (2 total damage).
Broken golem misses Armilathadur.
Armilathadur performs a melee critical strike against Broken golem!
Armilathadur surges with fiery power!
Armilathadur surges with lightning power!
Talent used by Armilathadur
Armilathadur hits Broken golem for 80 fire, 84 cold, 89 lightning (254 total damage).
Elemental Surge hits Broken golem for 412 fire damage.
Elemental Surge hits Broken golem for 392 fire damage.
Elemental Surge killed Broken golem!
Elemental Surge killed Broken golem!
Armilathadur picks up (g.): Tirakai's Maul (139% power, 6 apr).
Lore found: Tirakai's Maul
You can read all your collected lore in the game menu, by pressing Escape.