








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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:
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. 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 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Arcane Blade |
Level / Exp | 21 / 29% |
Size | medium |
Lifes / Deaths | Killed by Isydama the snow giant at level 21 on the 10th Regrowth 123rd year of Ascendancy at 09:32 / 1 |
Primary Stats
Strength | 33 (base 13) |
Dexterity | 33 (base 17) |
Constitution | 21 (base 10) |
Magic | 69 (base 50) |
Willpower | 14 (base 10) |
Cunning | 45 (base 32) |
Resources
Life | -246/648 |
Mana | 29/240 |
Stamina | 133/170 |
Healing Factor | 1.094804467222 |
Regeneration | 10.126941321804 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 10 |
See Stealth | 32.045069181528 |
See Invisible | 35.045069181528 |
Offense: Mainhand
Damage | 49 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 56 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +13% |
Lightning | +6% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 7 (35.65183292883%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 33 |
Mental Save | 30 |
Defense: Resistances
Cold | + 13%( 70%) |
Acid | + 13%( 70%) |
Nature | + 18%( 70%) |
Darkness | + 21%( 70%) |
Blight | + 35%( 70%) |
Physical | + 36%( 70%) |
Fire | + 13%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 22% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 22% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Disarm Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 130 damage for 5 turns. |
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 68 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 1177% for 10 turns (0 total) and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by large brown snake. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Durintir. Escort: worried loremaster (level 2 of Old Forest) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. * You've found the needed orc heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 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 [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +22% Stun Resist +20% Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Dex +1 Mag offense ------ Accuracy +20 (+7 eff.) defense ------ Resistance +1% physical Unlife -40.00 life 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Dex offense ------ Damage +6% lightning Ignore resists +15% physical Ignore Armor +2 defense ------ Defense +11 (+4 eff.) other ------- Stamina/turn +1.00 EQ when Hit +0.90 Psi when Hit +0.70 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +4.0% Damage +7% nature Accuracy +10 (+4 eff.) Ignore Armor +1 defense ------ Defense +20 (+7 eff.) Resistance +12% nature Crit Resistance 10.00% Unlife -40.00 life other ------- See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Mag offense ------ Mindpower +20 (+7 eff.) defense ------ Mind save +15 (+7 eff.) Life Regen +5.00 Stun Resist +25% other ------- Psi when Hit +0.12 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +2 Wil offense ------ Mind Crit +1% Physical Power +6 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) On-Hit 9 physical On-Ranged-Hit 7 physical Ignore resists +20% mind On-Hit (Melee): * 11% chance to reduce all saves and defense by 25 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 25 defense ------ Defense +6 (+2 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Max psi +20.00 Light +4 Infravision +4 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% mind defense ------ Resistance +6% acid +6% fire +6% cold Spell save +3 (+2 eff.) Life +60.00 Disease Resist +20% Stun Resist +10% A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+5 eff.) defense ------ Resistance +30% blight +30% physical Affinity +20% physical Spell save +15 (+7 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Accuracy +5 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 127% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 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. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil +3 Con offense ------ Damage +6% nature defense ------ Armor +2 Resistance +7% all Crit Resistance 15.00% Life Regen +4.00 Poison Resist +24% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
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." |
Inventory
![]() 0.0 Encumbrance potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Crit +3.0% Ignore resists +10% physical Ignore Armor +1 defense ------ Armor +4 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex offense ------ Damage +9% acid +3% lightning Ignore resists +5% acid When Hit 4 acid defense ------ Resistance +6% lightning +11% light +12% darkness Blind Resist +20% other ------- Light +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +10 (+5 eff.) Spell save +11 (+6 eff.) Mind save +10 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +13% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% light +10% darkness Blind Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +4 defense ------ Resistance +10% light +12% darkness Blind Resist +22% other ------- Mana/turn +0.10 Max mana +29.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +1 Wil offense ------ Mind Crit +1% Ignore resists +15% mind defense ------ Mind save +12 (+6 eff.) other ------- EQ when Hit +0.08 Max hate +6.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +2% Critical power +20.00% Physical Power +7 (+3 eff.) Combat Speed +10% Damage +6% physical When Hit 2 mind On-Hit (Melee): * 10% chance to reduce damage dealt by 21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +10% nature Accuracy +6 (+2 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Defense +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Ignore Armor +4 defense ------ Armor +8 Defense +10 (+3 eff.) Resistance +3% nature +3% cold Life +25.00 Disarm Resist +24% Pinning Resist +23% Knockbk Resist +22% Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +7 (+2 eff.) Damage +10% physical defense ------ Armor +2 Hardiness +2% Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +6 (+2 eff.) Damage +15% physical defense ------ Armor +3 Hardiness +3% Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Random Unique] Nature/Master Weapon Damage 180% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +14 nature On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Con +16 Wil offense ------ Physical Crit +13.0% defense ------ Resistance +6% temporal Life +49.00 Disease Resist +20% Teleport Resist +10% other ------- Max hate +4.00 Massive two-handed mauls. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical 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. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Unique] Nature When used to Attack: Weapon Damage 131% Range: 1.0x-1.4x Uses 150% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 135% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 While equipped: Stats +4 Str offense ------ Ignore resists +20% fire defense ------ Armor +15 Fatigue +8% Resistance +21% lightning +2% physical other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% nature defense ------ Defense +15 (+5 eff.) Resistance +3% lightning +6% fire +15% nature +7% all Mind save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +9% lightning When Hit 2 blight defense ------ Armor +6 Crit Resistance 15.00% Create a temporary shield that absorbs 170 damage Puts all charms on 26 turn cooldown A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resist Against +18% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.90 Healmod +11% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Defense +7 (+2 eff.) Resistance +3% darkness +3% fire Physical save +6 (+3 eff.) Life +60.00 Teleport Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +2 Wil offense ------ Ignore resists +5% mind defense ------ Defense +1 (+0 eff.) Resistance +3% mind Crit Resistance 15.00% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% mind +6% cold defense ------ Defense +8 (+3 eff.) Resistance +9% cold Physical save +6 (+3 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +5% blight +5% cold +15% lightning When Hit 4 blight defense ------ Armor +1 Resistance +6% blight Life Regen +1.00 Healmod +12% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun offense ------ Damage +3% fire defense ------ Armor +1 Resistance +3% nature Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +20% Pinning Resist +10% other ------- Stamina/turn +3.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +3% lightning Ignore resists +5% lightning When Hit 8 lightning On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Armor +1 Resistance +6% lightning Stealth +5 other ------- Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +3 Wil +2 Cun +3 Con offense ------ Damage +3% lightning +3% mind defense ------ Armor +1 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +1 Mag offense ------ On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Armor +4 Resistance +3% temporal Spell save +12 (+6 eff.) other ------- Infravision +2 A pair of boots made of leather. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +2 Cun offense ------ On-Hit (Melee): * 20% chance to reduce armor by 37% defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% other ------- See Invisibility +3 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +2 Con defense ------ Armor +3 Fatigue +2% other ------- Max hate +6.00 Light +1 Infravision +2 See Invisibility +6 Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +21% Stun Resist +21% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun +1 Str offense ------ Damage +11% nature Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% nature +6% mind other ------- Infravision +3 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Dex offense ------ Damage +3% arcane +11% fire When Hit 6 arcane defense ------ Defense +1 (+0 eff.) Resistance +16% fire other ------- Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Mag +4 Con offense ------ Critical power +5.00% Spellpower +15 (+5 eff.) Ignore resists +10% light defense ------ Armor +3 Fatigue +3% Resistance +6% light Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +3% blight +13% cold +6% light +3% temporal other ------- Breathe water 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: Stats +2 Str +3 Con offense ------ Physical Power +3 (+1 eff.) 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] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +11% light +10% darkness 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 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +5 (+2 eff.) Ignore resists +10% mind Ignore Armor +3 On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Resistance +3% nature Physical save +5 (+3 eff.) Healmod +13% 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 T1 lite [Rare] Arcane While equipped: Stats +1 Cun offense ------ Critical power +10.00% Accuracy +15 (+5 eff.) When Hit 13 fire defense ------ Defense +5 (+2 eff.) Resistance +3% acid +6% fire 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 6 physical defense ------ Armor +4 Defense +20 (+7 eff.) Life +46.00 other ------- Stamina/turn +3.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +4 Str +1 Dex +2 Mag +1 Cun +1 Con offense ------ Damage +5% nature defense ------ Resistance +10% nature Crit Resistance 10.00% other ------- See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +3% lightning +19% nature +3% darkness +6% light Spell save +3 (+2 eff.) 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 171.59 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +5 Con offense ------ Physical Crit +1.0% Accuracy +15 (+5 eff.) defense ------ Armor +2 Resistance +5% arcane +3% fire Spell save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +1 Cun +2 Wil offense ------ Damage +9% lightning +12% cold defense ------ Crit Resistance 5.00% other ------- See Invisibility +3 Sting an enemy dealing 334 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Spellpower/crit +8 Damage +3% blight When Hit 4 blight defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Reveal the area around you, dispelling darkness (radius 10, power 73 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to heal for 34. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +1 Dex +4 Mag +5 Con offense ------ Damage +6% darkness +3% cold Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (231 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Durintir the Ghoul Arcane Blade level 14
54th Dusk 122nd year of Ascendancy at 17:12 see stats
By Durintir the Ghoul Arcane Blade level 18
6th Haze 122nd year of Ascendancy at 18:12 see stats
By Durintir the Ghoul Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 13:33 see stats
By Durintir the Ghoul Arcane Blade level 20
13rd Haze 122nd year of Ascendancy at 06:06 see stats
By Durintir the Ghoul Arcane Blade level 20
30th Haze 122nd year of Ascendancy at 07:45 see stats
By Durintir the Ghoul Arcane Blade level 11
5th Flare 122nd year of Ascendancy at 10:41 see stats
By Durintir the Ghoul Arcane Blade level 11
2nd Dusk 122nd year of Ascendancy at 06:37 see stats
By Durintir the Ghoul Arcane Blade level 20
14th Haze 122nd year of Ascendancy at 05:30 see stats
Log
Your shield crumbles under the damage!
The shield around Durintir crumbles.
Durintir is on fire!
Isydama the snow giant hits Durintir for (14 absorbed), 90 fire (90 total damage).
Thunderstorm hits Durintir for (18 absorbed), 0 lightning (0 total damage).
Talent Rune: Shatter Afflictions is ready to use.
Talent Ghoulish Leap is ready to use.
Burning from Isydama the snow giant hits Durintir for 35 fire damage.
Bethiwen the snow giant chieftain uses Infusion: Wild.
Bethiwen the snow giant chieftain lessens the pain.
Isydama the snow giant's is vulnerable to attacks and effects!
Durintir hits Isydama the snow giant for 51 nature, 11 physical, 14 lightning (76 total damage).
Isydama the snow giant's spell attains critical power!
Isydama the snow giant casts Lightning.
Isydama the snow giant hits Durintir for 257 lightning damage.
Thunderstorm hits Durintir for 21 lightning damage.
Talent Retch is ready to use.
Talent Rune: Manasurge is ready to use.
Burning from Isydama the snow giant hits Durintir for 35 fire damage.
Snow giant boulder thrower misses Durintir.
Bethiwen the snow giant chieftain casts Webs of Fate.
Bethiwen the snow giant chieftain uses Knockback.
Bethiwen the snow giant chieftain misses Durintir.
Isydama the snow giant casts Manathrust.
Isydama the snow giant hits Durintir for 175 arcane damage.
Thunderstorm hits Durintir for 30 lightning damage.
Durintir the level 21 ghoul arcane blade was imploded to death by Isydama the snow giant on level 3 of Daikara.
You carry too much--you are encumbered!
Drop some of your items.