










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 16 / 75% |
Size | medium |
Lifes / Deaths | Killed by Spacial Disturbance at level 2 on the 74th Pyre 122nd year of Ascendancy at 16:52 0 / 7Killed by gladiator at level 5 on the 6th Dusk 122nd year of Ascendancy at 21:44 Killed by arcane crystal at level 6 on the 9th Dusk 122nd year of Ascendancy at 00:09 Killed by The Shade at level 12 on the 55th Dusk 122nd year of Ascendancy at 11:46 Killed by Gubrevea the mean looking elven guard at level 15 on the 64th Dusk 122nd year of Ascendancy at 13:07 Killed by Shetan the krog at level 16 on the 71st Dusk 122nd year of Ascendancy at 04:28 Killed by Shetan the krog at level 16 on the 71st Dusk 122nd year of Ascendancy at 04:45 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 21 (base 10) |
Magic | 62 (base 43) |
Willpower | 38 (base 33) |
Cunning | 12 (base 11) |
Resources
Life | -62/367 |
Mana | 33/374 |
Healing Factor | 1.314804467222 |
Regeneration | 5.9823603258602 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Offense: Mainhand
Damage | 25 |
Accuracy | 15 |
Crit Chance | 9% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +6% |
Lightning | +18% |
Fire | +12% |
Nature | +11% |
Offense: Damage Penetration
Arcane | +6% |
Cold | +25% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 2 (30%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 0 |
Physical Save | 14 |
Spell Save | 30 |
Mental Save | 17 |
Defense: Resistances
Lightning | + 23%( 70%) |
Nature | + 24%( 70%) |
Cold | + 14%( 70%) |
Blight | + 15%( 70%) |
Acid | + 17%( 70%) |
Fire | + 25%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Stun Resistance | 45% |
Pinning Resistance | 21% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% 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: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one 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 snow giant kidney. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ Spellpower +3 (+1 eff.) defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Con +3 offense ------ Ignore resists +15% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.70 Psi when Hit +0.90 Hate when Hit +0.70 Light +2 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 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. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +22% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% lightning Ignore resists +25% cold defense ------ Resistance +3% lightning Life +30.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +4 offense ------ Spell Crit +7% Critical power +12.00% Spellpower +10 (+3 eff.) Damage +15% lightning Accuracy +10 (+7 eff.) Ignore Armor +2 defense ------ Defense +6 (+6 eff.) Resistance +9% acid Physical save +3 (+3 eff.) Life Regen +0.70 Healmod +12% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 108.93 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats Str +3 offense ------ Physical Power +6 (+4 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats Mag +2, Con +1 offense ------ Damage +11% nature, +12% fire When Hit 4 cold defense ------ Resistance +6% cold, +7% blight +18% fire, +16% nature +9% all Life +40.00 Life Regen +1.60 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Critical power +11.00% Spellpower +4 (+1 eff.) Damage +6% arcane Ignore resists +6% arcane defense ------ Defense +1 (+1 eff.) other ------- Max mana +29.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 110 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 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 T1 ring jewelry [Rare] Arcane While equipped: Stats Mag +3 offense ------ Damage +6% lightning Ignore resists +10% lightning defense ------ Resistance +3% light, +3% temporal Spell save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +11% mind defense ------ Resistance +11% mind, +6% temporal Life Regen +2.00 Teleport Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats Wil +4, Con +6 offense ------ Damage +15% cold defense ------ Resistance +10% nature, +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.99 cold and 12.99 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats Con +2 offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +4 (+4 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag 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 +3 (+1 eff.) Damage +10% lightning Ignore resists +15% mind, +20% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Defense +7 (+7 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 80.37 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag 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 +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: Stats Str +2, Con +1 offense ------ Damage +6% acid, +12% temporal defense ------ Resistance +12% temporal, +7% all Crit Resistance 10.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +10% temporal defense ------ Resistance +7% all, +10% temporal Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+5 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +13% lightning, +12% arcane defense ------ Resistance +19% lightning, +9% all other ------- Max mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats Dex +5, Cun +5, Con +3 offense ------ Physical Crit +4.0% On-Hit 7 fire On-Ranged-Hit 6 fire defense ------ Armor +17 Defense +10 (+10 eff.) Fatigue +7% Resistance +17% cold, +14% fire +3% nature, +16% physical A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats Con +4 defense ------ Armor +6 Defense +12 (+12 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Wil +2, Con +1 offense ------ When Hit 4 fire defense ------ Resistance +6% fire, +3% mind, +6% cold Crit Resistance 15.00% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats Mag +2, Cun +3, Con +2 offense ------ Mindpower +4 (+2 eff.) Damage +3% light defense ------ Physical save +6 (+6 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +2 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+3 eff.) Damage +3% nature Ignore resists +10% nature, +5% mind Ignore Armor +4 defense ------ Armor +1 Resistance +9% mind A pair of boots made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 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 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 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 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 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: offense ------ Mindpower +10 (+5 eff.) Damage +6% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 defense ------ Mind save +3 (+3 eff.) Life +44.00 other ------- Max psi +30.00 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 Wil +3 offense ------ Damage +3% acid, +3% mind Ignore Shields +20% When Hit 10 fire defense ------ Resistance +3% acid, +6% fire other ------- Max mana +40.00 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 [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Str +1, Dex +3, Mag +1, Wil +4 offense ------ Damage +6% mind Ignore resists +15% darkness defense ------ Crit Resistance 10.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Cun +2 offense ------ Accuracy +4 (+4 eff.) defense ------ Resistance +3% lightning, +5% arcane +3% darkness, +3% light other ------- Light +3 Infravision +3 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +1, Cun +2 offense ------ Accuracy +4 (+4 eff.) defense ------ Resistance +3% cold Spell save +3 (+2 eff.) Cut Resist +10% Disarm Resist +10% Stun Resist +20% Knockbk Resist +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 330/400 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: defense ------ Resistance +6% blight, +3% darkness Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Resistance +6% cold Physical save +3 (+3 eff.) Stun Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (214 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 13% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 20% 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 Zappytina the Shalore Archmage level 10
53rd Dusk 122nd year of Ascendancy at 02:13 see stats
By Zappytina the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 22:52 see stats
By Zappytina the Shalore Archmage level 5
7th Dusk 122nd year of Ascendancy at 02:40 see stats
By Zappytina the Shalore Archmage level 15
65th Dusk 122nd year of Ascendancy at 18:56 see stats
By Zappytina the Shalore Archmage level 16
71st Dusk 122nd year of Ascendancy at 04:28 see stats
Log
The fabric of time around Zappytina stabilizes to normal.
The powerful time-altering energies generate a restoration field on Zappytina.
Something hits Zappytina for (197 to time), 42 arcane (42 total damage).
Zappytina casts Chain Lightning.
Shetan the krog attunes to the damage.
Bramuma the human is recovering from the damage!
Zappytina hits Bramuma the human for 197 lightning damage.
Zappytina hits Shetan the krog for (51 antimagic), 172 lightning (172 total damage).
Talent Feather Wind is ready to use.
Talent Lightning is ready to use.
Talent Phantasmal Shield is ready to use.
Zappytina receives 26 healing from Temporal Restoration Field.
Shetan the krog uses Fan of Knives.
Zappytina activates Feather Wind.
You are no longer encumbered.
Shetan the krog deactivates Antimagic Shield.
The antimagic shield of Shetan the krog crumbles.
Shetan the krog's Fan of Knives performs a melee critical strike against Zappytina!
Shetan the krog's Fan of Knives performs a melee critical strike against Zappytina!
Zappytina is poisoned!
Melee retaliation hits Shetan the krog for (4 antimagic), 0 cold, 3 cold, 3 cold, 3 cold, 3 cold (11 total damage).
Shetan the krog's Fan of Knives hits Zappytina for 116 physical, 1 fire (117 total damage).
Shetan the krog's Fan of Knives hits Zappytina for 67 physical damage.
Shetan the krog's Fan of Knives hits Zappytina for 70 physical, 1 fire (71 total damage).
Shetan the krog's Fan of Knives hits Zappytina for 61 physical, 1 fire (61 total damage).
Shetan the krog's Fan of Knives hits Zappytina for 103 physical, 1 fire (104 total damage).
Zappytina the level 16 shalore archmage was crushed to death by Shetan the krog on level 1 of Ambush!.
You carry too much--you are encumbered!
Drop some of your items.