











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Improved Combat Text v2 Custom Edit 1.7.5This 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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Ogre |
Class | Sun Paladin (Fallen) |
Level / Exp | 25 / 66% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 19 (base 16) |
Dexterity | 59 (base 46) |
Constitution | 19 (base 10) |
Magic | 81 (base 55) |
Willpower | 13 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | 664/664 |
Positive | 92/92 |
Paradox | 300 |
Hate | 55/100 |
Healing Factor | 1.0791723257556 |
Regeneration | 17.380895160799 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 10 |
See Invisible | 7 |
Offense: Mainhand
Damage | 13 |
Accuracy | 49 |
Crit Chance | 39% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 9 |
Accuracy | 49 |
Crit Chance | 40% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Mind | +15% |
Acid | +7% |
Light | +5% |
Darkness | +5% |
Cold | +8% |
Physical | +19% |
Fire | +40% |
All | 0% |
Offense: Damage Penetration
Fire | +12% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 31 (35.65183292883%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 47 |
Mental Save | 35 |
Defense: Resistances
Acid | + 34%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 30%( 70%) |
All | + 20%( 70%) |
Darkness | + 40%( 70%) |
Light | + 30%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 23%( 70%) |
Fire | + 39%( 70%) |
Mind | + 23%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 3 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
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 254 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 83.53 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Dirge of Famine |
talent | Weapon of Light |
talent | Second Life |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
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 successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. * You've found the needed pouch of faeros ash. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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] Master While equipped: Stats +2 Cun +2 Con offense ------ Damage +12% fire When Hit 6 fire On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +2% Resistance +5% arcane +3% acid Physical save +11 (+5 eff.) Spell save +9 (+3 eff.) Mind save +11 (+5 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 | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +2 Dex offense ------ Damage +6% physical defense ------ Resistance +3% acid +12% fire Crit Resistance 5.00% Mind save +9 (+4 eff.) Unlife -80.00 life other ------- Light +4 See Stealth +10 See Invisibility +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% mind Ignore resists +10% mind defense ------ Armor +15 Defense +10 (+3 eff.) Fatigue +4% Resistance +12% light +3% mind +10% darkness +8% all Physical save +14 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex +2 Con offense ------ Accuracy +11 (+4 eff.) Ignore Armor +3 defense ------ Armor +1 Defense +15 (+5 eff.) Unlife -40.00 life Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex offense ------ Accuracy +10 (+3 eff.) When Hit 2 physical defense ------ Resistance +3% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown 100% to heal for 30. 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 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Cun +2 Con offense ------ Spellpower +6 (+2 eff.) Ignore Armor +3 defense ------ Armor +2 Defense +5 (+2 eff.) Physical save +9 (+4 eff.) Spell save +18 (+6 eff.) Mind save +8 (+4 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +5 Wil +2 Cun +3 Con offense ------ Mind Crit +1% Critical power +5.00% Spellpower +7 (+3 eff.) Damage +9% fire defense ------ Physical save +8 (+4 eff.) Spell save +19 (+7 eff.) Mind save +9 (+4 eff.) other ------- Max stamina +21.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego++] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 93 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +6% fire Ignore resists +7% fire One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Physical Crit +8.0% Mind Crit +6% Damage +6% physical On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +10 Defense +20 (+6 eff.) A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Psionic Weapon Damage 9.0 - 11.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 93 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +5% fire Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Spell Crit +5% Spellpower/crit +4 When Hit 4 arcane defense ------ Defense +1 (+0 eff.) Life Regen +4.00 other ------- Vim-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +7% acid +7% physical +5% light +8% cold +6% fire +5% darkness defense ------ Resistance +11% acid +12% physical +11% fire +12% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 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: 4 lightning, 2 physical, 5 blight, 4 fire, 3 arcane, 3 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 119.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 190 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 193 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Fatigue -5% Resistance +1% physical +9% darkness +6% fire Crit Resistance 5.00% Life Regen +2.00 Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 6 light 6 darkness Damage +6% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 17% * 7% chance to blind defense ------ Resistance +3% acid +6% mind Physical save +12 (+5 eff.) Spell save +10 (+4 eff.) Mind save +14 (+6 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Masteries +0.18 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +6 Wil defense ------ Resistance +13% light +14% darkness Blind Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +12% fire Ignore resists +25% fire +5% cold defense ------ Resistance +12% mind Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Con offense ------ Damage +3% lightning +15% cold Ignore resists +25% cold defense ------ Resistance +5% arcane +6% lightning Spell save +10 (+4 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% acid defense ------ Resistance +22% acid Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +3 Wil +3 Con offense ------ Damage +3% lightning Ignore resists +10% lightning When Hit 10 lightning defense ------ Resistance +6% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Con offense ------ Mind Crit +5% Physical Power +5 (+3 eff.) Mindpower +10 (+5 eff.) Damage +6% mind defense ------ Resistance +5% arcane +12% fire Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +2% Spellpower +18 (+6 eff.) On-Hit 23 arcane Damage +15% fire +9% arcane +12% light When Hit 4 arcane defense ------ Resistance +8% fire other ------- Max mana +29.00 Talents +1 Command Staff This staff offers 15% bonus, 8% resistance to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +5% nature +10% fire defense ------ Resistance +7% all +15% fire Poison Resist +22% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +9% light Ignore resists +25% fire defense ------ Resistance +15% light +9% all other ------- Mana/turn +0.14 Psi/turn +0.12 Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Armor +4 Defense +9 (+3 eff.) Resistance +2% physical Stealth +6 Unlife -40.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight +5% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +3 Wil offense ------ Against +19% Summoned defense ------ Resist Against +19% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Dex +3 Con offense ------ Damage +3% light Ignore resists +5% light defense ------ Defense +1 (+0 eff.) Resistance +9% acid other ------- Light +1 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 [Random Unique] Arcane/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +9 (+3 eff.) Resistance +12% temporal +13% darkness +3% light Physical save +16 (+6 eff.) Out-of-Phase Defense +14 Out-of-Phase Resistance +11% Out-of-Phase Resilience +15% other ------- Max stamina +20.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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 [Rare] Master While equipped: offense ------ Damage +6% darkness Ignore resists +20% fire When Hit 6 fire On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +16% cold +3% nature +6% darkness 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 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Physical Crit +2.0% Accuracy +5 (+2 eff.) defense ------ Armor +3 Defense +15 (+5 eff.) Resistance +9% blight +3% physical other ------- Light +1 Blink to a nearby random location (rad 9) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag offense ------ Critical power +5.00% Spellpower +13 (+5 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +5 Fatigue -7% Resistance +9% fire +3% mind +7% cold Physical save +10 (+4 eff.) other ------- Encumbrance +22 Max vim +10.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +25% cold When Hit 4 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +3 Fatigue -3% Resistance +9% cold +6% fire Physical save +6 (+3 eff.) other ------- Encumbrance +24 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] Master While equipped: offense ------ Damage +15% lightning Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +5 Fatigue +3% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +3 Cun offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +2 Life +40.00 Cut Resist +20% Confus Resist +20% Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% lightning +12% arcane Ignore resists +20% lightning +10% acid Accuracy +7 (+2 eff.) When Hit 4 arcane defense ------ Armor +2 Fatigue +3% Physical save +7 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +30% Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+4 eff.) On-Hit 7 physical Damage +6% physical When Hit 8 darkness defense ------ Armor +8 Fatigue +3% Resistance +9% cold Life Regen +4.00 other ------- Stamina/turn +1.00 Max stamina +12.00 Unarmed combat: Weapon Damage 26.5 - 37.1 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +8 physical On Hit: 10% Nightmare level 3 On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +11% physical defense ------ Defense +1 (+0 eff.) Resistance +15% fire +11% physical +6% light +5% arcane other ------- See Invisibility +15 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil +8 Con offense ------ Damage +3% nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +1 Fatigue +1% other ------- Light +3 A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +9 Str offense ------ Damage +9% acid Ignore resists +10% acid Accuracy +9 (+3 eff.) When Hit 4 acid 4 cold When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +5% Resistance +3% cold Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 59.0 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% darkness +6% cold Life +100.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Wil +7 Con defense ------ Resistance +3% light Crit Resistance 10.00% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +20% lightning +5% cold When Hit 2 cold defense ------ Resistance +9% nature +3% cold Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +46.00 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. |
![]() 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +7 (+4 eff.) defense ------ Resistance +18% blight Life Regen +4.00 Healmod +5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +5 (+3 eff.) Damage +9% cold When Hit 6 cold defense ------ Life +43.00 other ------- Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +9% light +3% lightning Ignore resists +15% lightning defense ------ Fatigue -5% Resistance +12% lightning While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+2 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+5 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Imdoron the Ogre Sun Paladin level 21
58th Dusk 122nd year of Ascendancy at 08:01 see stats
By Imdoron the Ogre Sun Paladin level 23
63rd Dusk 122nd year of Ascendancy at 16:42 see stats
By Imdoron the Ogre Sun Paladin level 20
52nd Dusk 122nd year of Ascendancy at 20:31 see stats
By Imdoron the Ogre Sun Paladin level 24
66th Dusk 122nd year of Ascendancy at 00:18 see stats
By Imdoron the Ogre Sun Paladin level 10
10th Flare 122nd year of Ascendancy at 04:16 see stats
By Imdoron the Ogre Sun Paladin level 20
38th Dusk 122nd year of Ascendancy at 06:26 see stats
By Imdoron the Ogre Sun Paladin level 25
17th Haze 122nd year of Ascendancy at 02:38 see stats
By Imdoron the Ogre Sun Paladin level 10
2nd Dusk 122nd year of Ascendancy at 16:47 see stats
By Imdoron the Ogre Sun Paladin level 7
4th Flare 122nd year of Ascendancy at 11:08 see stats
By Imdoron the Ogre Sun Paladin level 22
58th Dusk 122nd year of Ascendancy at 12:14 see stats
By Imdoron the Ogre Sun Paladin level 15
13rd Dusk 122nd year of Ascendancy at 07:45 see stats
Log
You gain 7.97 gold from the transmogrification of iron shield 'Betuwyn' (0 def, 17 armour, 63 block).
You gain 15.80 gold from the transmogrification of iron helm 'Bileraze' (0 def, 3 armour).
You gain 13.62 gold from the transmogrification of Aludogas the cashmere wizard hat (2 def, 0 armour).
You gain 3.08 gold from the transmogrification of sand dwarven-steel gauntlets of strength (+3) (0 def, 9 armour).
You gain 5.88 gold from the transmogrification of hardened leather gloves of the starseeker (0 def, 2 armour).
You gain 4.25 gold from the transmogrification of prismatic steel plate armour of Eyal (0 def, 9 armour).
You gain 12.60 gold from the transmogrification of Ademina (0 def, 9 armour).
You gain 1.99 gold from the transmogrification of prismatic dwarven-steel mail armour (3 def, 8 armour).
You gain 4.80 gold from the transmogrification of cashmere robe of alchemy (0 def, 0 armour).
You gain 8.27 gold from the transmogrification of verdant woollen robe of life (0 def, 0 armour).
You gain 0.81 gold from the transmogrification of Robe of the Worm of nature (+18%) (0 def, 0 armour).
You gain 14.76 gold from the transmogrification of Olidostir the Rainhacker (0 def, 13 armour, 42 block).
You gain 14.80 gold from the transmogrification of Skyvenom the pouch of steel shots (16/40, 23-28 power, 6 apr).
You gain 12.40 gold from the transmogrification of Cyrilemira the Dimwish.
You gain 2.70 gold from the transmogrification of fungal ash longbow of acid.
You gain 6.94 gold from the transmogrification of plaguebringer's dwarven-steel waraxe of corruption (19-27 power, 4 apr).
You gain 3.38 gold from the transmogrification of acidic dwarven-steel waraxe of vileness (19-27 power, 4 apr).
You gain 14.09 gold from the transmogrification of Magmafoe the steel waraxe (12-17 power, 3 apr).
You gain 10.33 gold from the transmogrification of Pusseam the dwarven-steel longsword (33-46 power, 4 apr).
You gain 18.09 gold from the transmogrification of Blazegash the steel longsword (16-22 power, 3 apr).
You gain 4.11 gold from the transmogrification of flaming dwarven-steel greatmaul of the mystic (42-62 power, 2 apr).
You gain 6.16 gold from the transmogrification of short elven-wood starstaff of illumination (25-30 power, 5 apr, physical element).
You gain 5.17 gold from the transmogrification of surging yew starstaff of warding (20-24 power, 4 apr, temporal element).
You gain 0.61 gold from the transmogrification of shatter afflictions rune (absorb 39; cd 14).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Saving game...
Saving done.