










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Y Tooltip 1.7.2Display more infomation in actor's tooltip. And add a hotkey to show actor's talents at cursor. Showing Order: (+) is added, (*) is heavily modified - (+) Damage Modifiers - (+) Speeds - Predator Bonus if player know - Status Effects - Faction - Flavor Text Settings: These can be always shown or hidden regardless of the related talents involved These can set threshold Intention: Range that is displayed on terrain tooltip in base game is also displayed next to actor's name. Because sometimes actor's tooltip is so long that need to wait scrolling to see the range. Group relevant infomation. Color DamageType. And change colors that hard to see. Since name and level of talents is not enough information, add a way to open the actor's talents tab of character sheet quickly instead of displaying talents in the actor's tooltip. Github: https://github.com/h-youhei/tome4-y-tooltip Special Thanks: Weight: 160 Superload: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. 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.
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:
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 High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. 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. 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Necromancer |
Level / Exp | 35 / 6% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 12 on the 22nd Dusk 122nd year of Ascendancy at 01:05 1 / 7Killed by Kiasa the quasit squad leader at level 24 on the 7th Haze 122nd year of Ascendancy at 11:14 Killed by Elonor the enthralled slave at level 25 on the 21st Haze 122nd year of Ascendancy at 19:15 Killed by Silunor the slaver at level 25 on the 21st Haze 122nd year of Ascendancy at 20:45 Killed by Neroth the skeleton warrior at level 26 on the 35th Haze 122nd year of Ascendancy at 17:37 Killed by Neroth the skeleton warrior at level 26 on the 35th Haze 122nd year of Ascendancy at 20:44 Killed by Neroth the skeleton warrior at level 30 on the 78th Haze 122nd year of Ascendancy at 21:21 |
Primary Stats
Strength | 14 (base 16) |
Dexterity | 17 (base 10) |
Constitution | 70 (base 60) |
Magic | 69 (base 60) |
Willpower | 29 (base 13) |
Cunning | 21 (base 18) |
Resources
Life | 501/501 |
Mana | 353/353 |
Soul | 16/16 |
Healing Factor | 1.4972792565122 |
Regeneration | 22.833508661811 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 6 |
See Stealth | 34.326827511131 |
See Invisible | 34.326827511131 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 31 |
Accuracy | 18 |
Crit Chance | 19% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 17% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +27% |
Light | +15% |
Nature | +15% |
Darkness | +45% |
Mind | +21% |
Fire | +6% |
All | 0% |
Offense: Damage Penetration
Mind | +5% |
Darkness | +10% |
Fire | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 59 (60%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 40 |
Mental Save | 30 |
Defense: Resistances
Acid | + 51%( 70%) |
Physical | + 32%( 70%) |
Cold | + 32%( 70%) |
All | + 30%( 70%) |
Darkness | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 43%( 70%) |
Mind | + 41%( 70%) |
Lightning | + 34%( 70%) |
Nature | + 53%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Confusion Resistance | 54% |
Teleport Resistance | 20% |
Blind Resistance | 27% |
Disarm Resistance | 10% |
Bleed Resistance | 20% |
Silence Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 and reflecting at most 445 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 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 1042% for 10 turns (271 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Master necromancer | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Reaping |
talent | Aura of Undeath |
talent | Suffer For Me |
talent | Grim Shadow |
talent | Utterly Destroyed |
talent | Erupting Shadows |
beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Putrescent Liquefaction |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 failed to protect the lone alchemist from death by Belunn the forest troll. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You failed to protect the lost defiler from death by Girivea the hornet swarm. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Borfast the Broken. Escort: lost defiler (level 2 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 410. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one 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 giant spider spinneret. * You've found the needed warg claw. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * You've found the needed red crystal shard. * You've found the needed vial of elder vampire blood. 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: * You've found the needed vampire lord fang. * You've found the needed pouch of faeros ash. * You've found the needed ice ant stinger. | 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 within11 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag defense ------ Armor +3 Silence Resist +27% Confus Resist +31% Stun Resist +30% other ------- Spell cooldown 10% A pair of boots made of leather. |
Light source | ![]() Umbraphage 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+5 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 78, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 308.85 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() dwarven-steel helm 'Scummaster' (0 def, 8 armour) 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +8 Fatigue +4% Resistance +6% lightning +7% temporal +6% light Disease Resist +20% Disarm Resist +10% Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: defense ------ Resistance +2% physical +9% darkness +9% temporal +9% mind +3% nature Crit Resistance 15.00% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Mag +4 Wil offense ------ Critical power +10.00% Spellpower +5 (+1 eff.) Damage +12% acid defense ------ Fatigue -9% Resistance +24% acid Life +71.00 Life Regen +8.00 Healmod +12% other ------- Encumbrance +28 Mana-on-crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +1 Con defense ------ Spell save +10 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +23% other ------- Max stamina +11.00 Rings make your fingers look great! |
Around waist | ![]() Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +18 (+4 eff.) Damage +6% fire +30% darkness +6% mind Ignore resists +5% mind +15% fire defense ------ Resistance +6% mind other ------- Max mana +45.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +12.0% Spell Crit +10% Mind Crit +14% Critical power +10.00% When Hit 6 temporal On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Armor +2 Resistance +1% physical +9% light +3% cold Spell save +6 (+2 eff.) Life Regen +4.00 Teleport Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mindpower +15 (+5 eff.) defense ------ Defense +2 (+1 eff.) Resistance +12% light Physical save +7 (+3 eff.) Mind save +7 (+3 eff.) Unlife -90.00 life Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() gold amulet 'Glimmerrazor' 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +3 Cun +3 Con offense ------ Critical power +13.00% Move Speed +10% Accuracy +7 (+4 eff.) Ignore Armor +13 When Hit 2 light defense ------ Fatigue -6% Resistance +6% acid +3% temporal +31% light +21% darkness Unlife -40.00 life Life Regen +3.00 Blind Resist +27% Cut Resist +20% other ------- Stamina/turn +0.80 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic 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 [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 259.08 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. 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 224.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. 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: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 26% all resistance, you move 46% faster, and you are invisible (power 24). Its effects scale with your Magic stat. 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: Cooldown: 11 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 41 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. 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 [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 20 up to 3 times. 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: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 95 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Gloomvortex the copper amulet 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Ignore resists +10% darkness defense ------ Resistance +5% arcane +6% mind Mind save +6 (+3 eff.) Healmod +11% Cut Resist +50% Silence Resist +20% Confus Resist +20% Heal: Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 326 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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 +3 Con defense ------ Resistance +11% mind Confus Resist +22% Amulets make your neck look great! |
![]() grounding steel amulet of cunning (+3) 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
![]() Porobrenne 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Disrupt While equipped: Stats +7 Wil offense ------ Mind Crit +7% Critical power +5.00% Damage +12% mind defense ------ Resistance +19% blight +15% mind +13% nature Poison Resist +26% Disease Resist +23% Confus Resist +34% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str defense ------ Armor +8 Resistance +3% darkness Crit Resistance 15.00% Life +60.00 Disarm Resist +10% Rings make your fingers look great! |
![]() copper ring 'Aerabremina' 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +9% arcane +6% blight When Hit 4 blight other ------- Mana/turn +0.20 Psi when Hit +0.16 Rings make your fingers look great! |
![]() copper ring 'Urthiralach' 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Cun +2 Mag offense ------ Damage +11% acid defense ------ Resistance +22% acid +1% physical other ------- Infravision +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() painweaver's steel ring of pilfering 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +10 (+8 eff.) Spellpower +7 (+2 eff.) Mindpower +5 (+1 eff.) Damage +5% all Accuracy +8 (+4 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() rogue's steel ring 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
![]() steel ring 'Blastwinter' 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +9% lightning +3% light Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Resistance +3% light +18% lightning Blind Resist +32% other ------- Infravision +4 See Stealth +11 See Invisibility +11 Rings make your fingers look great! |
![]() Bolbum's Big Knocker (176% power, 10 apr, physical element) 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 176% Range: 1.0x-1.2x Uses 140% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+3 eff.) Damage +20% physical Accuracy +7 (+4 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 3.5 Power cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() dreamer's silk robe (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +14% darkness +12% mind +13% all Physical save +12 (+6 eff.) Spell save +14 (+4 eff.) Mind save +26 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Areduvon the Duskcrack (19 def, 10 armour) 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Nature While equipped: offense ------ Damage +9% acid Ignore resists +10% acid +15% darkness Accuracy +25 (+13 eff.) defense ------ Armor +10 Defense +19 (+9 eff.) Fatigue +8% Resistance +9% acid +11% cold +12% darkness Unlife -80.00 life other ------- Breathe water A suit of armour made of leather. |
![]() Arera the hardened leather belt 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Mag +2 Cun +12 Con offense ------ Mindpower +6 (+2 eff.) defense ------ Mind save +8 (+4 eff.) other ------- Light +2 A belt that goes around your waist. |
![]() Bethiyarin the Blasthue 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Power +4 (+4 eff.) Mindpower +4 (+1 eff.) Damage +6% lightning When Hit 2 mind defense ------ Resistance +15% lightning +3% mind Physical save +7 (+3 eff.) Spell save +8 (+2 eff.) Life Regen +1.80 Healmod +10% other ------- Size +1 A belt that goes around your waist. |
![]() Blazesorrow 1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +5 Cun +4 Wil offense ------ Physical Crit +5.0% Critical power +8.00% Physical Power +5 (+5 eff.) Ignore resists +20% arcane Against +19% Summoned When Hit 2 arcane defense ------ Resistance +17% fire +5% arcane +8% cold Resist Against +23% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +11 Mag offense ------ Critical power +15.00% Spellpower/crit +6 Damage +9% blight When Hit 4 arcane defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.60 Max mana +37.00 A belt that goes around your waist. |
![]() pair of iron boots of disengagement (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex defense ------ Armor +3 Fatigue +2% Disengage: Puts all charms on 13 turn cooldown Effective talent level: 3.5 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Araremas the hardened leather gloves (0 def, 13 armour) 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Cun +9 Con offense ------ Mindpower +30 (+10 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +13 Hardiness +7% Resistance +7% physical other ------- Max psi +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+3 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() grounding linen wizard hat of lightning (+22%) (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +22% lightning +6% temporal A pointy cloth hat, very wizardly... |
![]() 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 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 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 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 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 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +42.00 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. |
![]() 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. |
![]() dwarven-steel pickaxe 'Ragahek' (dig speed 23 turns) 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Mag +4 Cun offense ------ Ignore Armor +7 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 Infravision +2 See Invisibility +12 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 4.5 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Wil +1 Con defense ------ Crit Resistance 5.00% other ------- See Invisibility +6 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 127 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() Bileumbra the dwarven-steel torque of mindblast [power 200] (1/13 cooldown) 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% nature +12% mind Ignore resists +15% mind When Hit 2 nature Blast the opponent's mind dealing 242 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +3% acid +6% light +3% darkness Physical save +12 (+6 eff.) Life Regen +2.00 Stun Resist +10% Sting an enemy dealing 140 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Ignore resists +10% physical When Hit 2 physical defense ------ Knockbk Resist +20% other ------- EQ when Hit +0.20 Max hate +4.00 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Physical Power +10 (+8 eff.) Spellpower/crit +10 Damage +6% blight Ignore resists +5% blight defense ------ Resistance +6% blight Spell save +15 (+5 eff.) Unlife -80.00 life other ------- Stamina/turn +3.00 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 17 turn cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +15% temporal When Hit 6 nature 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sting an enemy dealing 340 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. 100% to reduce 2 talent cooldowns by 2. 100% to heal for 69. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Tar Baphon the Doomelf Necromancer level 30
80th Haze 122nd year of Ascendancy at 17:05 see stats
By Tar Baphon the Doomelf Necromancer level 18
56th Dusk 122nd year of Ascendancy at 23:48 see stats
By Tar Baphon the Doomelf Necromancer level 32
38th Regrowth 123rd year of Ascendancy at 13:27 see stats
By Tar Baphon the Doomelf Necromancer level 21
1st Haze 122nd year of Ascendancy at 07:15 see stats
By Tar Baphon the Doomelf Necromancer level 28
62nd Haze 122nd year of Ascendancy at 16:31 see stats
By Tar Baphon the Doomelf Necromancer level 6
77th Pyre 122nd year of Ascendancy at 15:49 see stats
By Tar Baphon the Doomelf Necromancer level 28
58th Haze 122nd year of Ascendancy at 08:29 see stats
By Tar Baphon the Doomelf Necromancer level 10
2nd Dusk 122nd year of Ascendancy at 13:33 see stats
By Tar Baphon the Doomelf Necromancer level 20
76th Dusk 122nd year of Ascendancy at 08:14 see stats
By Tar Baphon the Doomelf Necromancer level 30
65th Haze 122nd year of Ascendancy at 19:29 see stats
By Tar Baphon the Doomelf Necromancer level 25
9th Haze 122nd year of Ascendancy at 10:22 see stats
By Tar Baphon the Doomelf Necromancer level 31
29th Regrowth 123rd year of Ascendancy at 18:59 see stats
By Tar Baphon the Doomelf Necromancer level 33
76th Regrowth 123rd year of Ascendancy at 16:32 see stats
By Tar Baphon the Doomelf Necromancer level 24
8th Haze 122nd year of Ascendancy at 02:14 see stats
By Tar Baphon the Doomelf Necromancer level 1
74th Pyre 122nd year of Ascendancy at 15:33 see stats
By Tar Baphon the Doomelf Necromancer level 10
8th Dusk 122nd year of Ascendancy at 16:34 see stats
By Tar Baphon the Doomelf Necromancer level 27
42nd Haze 122nd year of Ascendancy at 13:39 see stats
By Tar Baphon the Doomelf Necromancer level 12
18th Dusk 122nd year of Ascendancy at 13:40 see stats
By Tar Baphon the Doomelf Necromancer level 22
5th Haze 122nd year of Ascendancy at 16:38 see stats
By Tar Baphon the Doomelf Necromancer level 16
41st Dusk 122nd year of Ascendancy at 00:26 see stats
By Tar Baphon the Doomelf Necromancer level 30
78th Haze 122nd year of Ascendancy at 21:21 see stats
Log
You gain 3.57 gold from the transmogrification of mighty hardened leather sling of lightning.
You gain 19.62 gold from the transmogrification of Armysta.
You gain 25.00 gold from the transmogrification of Xumitira the Glowpiety.
You gain 25.00 gold from the transmogrification of Shadeprophet.
You gain 8.22 gold from the transmogrification of scouring stralite steamsaw of crippling (140% power, 0 apr).
You gain 4.68 gold from the transmogrification of balanced stralite steamsaw of resilience (134% power, 0 apr).
You gain 10.20 gold from the transmogrification of wrathful pulsing mindstar of storms (105% power, 32 apr, mind damage).
You gain 7.89 gold from the transmogrification of resonating pulsing mindstar of venom (109% power, 32 apr, nature damage).
You gain 2.43 gold from the transmogrification of gifted pulsing mindstar of balance (109% power, 32 apr, nature damage).
You gain 2.90 gold from the transmogrification of horrifying thorny mindstar of life (91% power, 24 apr, nature damage).
You gain 5.31 gold from the transmogrification of inquisitor's dwarven-steel mace of crippling (132% power, 4 apr).
You gain 9.95 gold from the transmogrification of truestriking stralite greatsword of evisceration (160% power, 3 apr).
You gain 11.69 gold from the transmogrification of truestriking stralite greatsword of enduring (161% power, 3 apr).
You gain 3.46 gold from the transmogrification of flaming stralite greatsword of amnesia (158% power, 3 apr).
You gain 4.67 gold from the transmogrification of elemental stralite greatsword of massacre (178% power, 3 apr).
You gain 8.70 gold from the transmogrification of blazebringer's stralite greatsword of the mystic (159% power, 3 apr).
You gain 22.59 gold from the transmogrification of dwarven-steel greatsword 'Gloomriver' (144% power, 2 apr).
You gain 2.74 gold from the transmogrification of acidic stralite battleaxe of erosion (157% power, 3 apr).
You gain 9.65 gold from the transmogrification of void walker's elven-wood vilestaff of might (129% power, 5 apr, acid element).
You gain 6.99 gold from the transmogrification of ethereal elven-wood vilestaff of might (129% power, 5 apr, blight element).
You gain 4.07 gold from the transmogrification of yew vilestaff of illumination (120% power, 4 apr, blight element).
You gain 10.75 gold from the transmogrification of magelord's yew magestaff of invocation (120% power, 4 apr, arcane element).
You gain 25.00 gold from the transmogrification of Emoyalle the Lightclamor.
You gain 0.63 gold from the transmogrification of manasurge rune (regen 893% over 10 turns; mana 45; cd 16).
You gain 0.65 gold from the transmogrification of manasurge rune (regen 1012% over 10 turns; mana 51; cd 15).
You gain 1.28 gold from the transmogrification of acid wave rune (damage 72; dur 4; cd 17).
You gain 0.72 gold from the transmogrification of healing infusion (heal 74; cd 15).
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Tar Baphon uses Track.