
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.0Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 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: Interracial Masquerade 1.5.5Change the graphics of your characters, from one race to another! This change is purely cosmetic and doesn't affect stats or abilities. Choose your masquerades in Game Options/Masquerade Changelog
Originally inspired by Stuntofthelitter's "Look Like Shalore" addons. 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: QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. 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. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included 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 | Demons |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 50 / 434% |
Size | medium |
Lifes / Deaths | Killed by naga myrmidon at level 19 on the 7th Gold 123rd year of Ascendancy at 19:12 5 / 2Killed by bloated ooze at level 22 on the 18th Gold 123rd year of Ascendancy at 18:48 |
Primary Stats
Strength | 38 (base 13) |
Dexterity | 79 (base 60) |
Constitution | 50 (base 29) |
Magic | 79 (base 60) |
Willpower | 16 (base 10) |
Cunning | 81 (base 60) |
Resources
Life | 1535/1535 |
Mana | 484/484 |
Stamina | 222/222 |
Paradox | 300 |
Healing Factor | 1.4786847857242 |
Regeneration | 9.2417799107761 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +41.205122053261% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 12 |
See Stealth | 69.237882550305 |
See Invisible | 80.237882550305 |
Offense: Mainhand
Damage | 52 |
Accuracy | 62 |
Crit Chance | 54% |
APR | 6 |
Speed | 1.11 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 66% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Nature | +25% |
Lightning | +35% |
Cold | +45% |
Darkness | +17% |
Blight | +30% |
Arcane | +38% |
Fire | +30% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Mind | +15% |
Arcane | +23% |
Cold | +15% |
Fire | +35% |
Defense: Base
Armour (hardiness) | 85.462901013897 (86%) |
Defense | 44 |
Ranged Defense | 53 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 37 |
Mental Save | 40 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 24%( 70%) |
Physical | + 18%( 70%) |
All | + 10%( 70%) |
Lightning | + 18%( 70%) |
Light | + 21%( 70%) |
Darkness | + 52%( 70%) |
Fire | + 18%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 95% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 4 turns and blocking 178 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. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 287.97 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1036% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 229.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Spell / Aegis | 1.00 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Arcane Shield |
talent | Thunderstorm |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Contingency |
talent | Shielding |
talent | Stone Skin |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * The unbound crystal beings have laid waste to Elvala. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you in taking revenge. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | active |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Wil offense ------ Spell Crit +4% Critical power +35.00% Spellpower/crit +4 defense ------ Armor +8 Fatigue +3% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +5 (+2 eff.) defense ------ Resistance +7% blight +9% darkness Blind Resist +38% Confus Resist +19% other ------- Light +8 Infravision +5 See Stealth +16 See Invis +22 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +4 Dex +3 Mag offense ------ Spellpower +9 (+3 eff.) Damage +17% darkness +16% nature When Hit 6 lightning defense ------ Defense +3 (+1 eff.) Resistance +9% lightning +25% darkness +24% nature other ------- Mana/turn +1.80 Mana when Hit +2.30 Max mana +110.00 Light +2 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +6% Spellpower +30 (+7 eff.) Spellpower/crit +8 Damage +15% cold Ignore resists +20% fire defense ------ Spell save +18 (+7 eff.) other ------- Max mana +101.98 Sting an enemy dealing 400 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +8 (+2 eff.) defense ------ Life Regen +5.00 Stun Resist +28% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +30% blight Ignore resists +15% mind When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +9% blight Blind Resist +35% other ------- Infravision +5 See Stealth +12 See Invis +17 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 459, based on Magic) for 11 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +34 (+8 eff.) Damage +30% lightning +9% nature +30% cold +30% arcane +30% fire Ignore resists +15% lightning +15% cold +15% arcane +15% fire defense ------ Resistance +3% acid +6% fire Unlife -80.00 life Healmod +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +12 Con offense ------ Physical Crit +12.0% Spell Crit +14% Mind Crit +10% Critical power +13.00% defense ------ Armor +20 Hardiness +6% Fatigue +5% Resistance +9% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 14.0 Encumbrance T4 heavy armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Crit +3.0% Critical power +20.00% defense ------ Armor +37 Defense +4 (+1 eff.) Fatigue +12% Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Max stamina +30.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con offense ------ Spell Crit +5% Critical power +10.00% Spellpower +5 (+2 eff.) Damage +8% arcane Ignore resists +8% arcane defense ------ Defense +2 (+0 eff.) Physical save +10 (+5 eff.) Life +75.00 other ------- Max mana +54.00 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 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +5 Cun +5 Con offense ------ Mindpower +10 (+5 eff.) Move Speed +10% On-Hit (Melee): * 20% chance to slow global speed by 50% defense ------ Fatigue -4% Resistance +3% fire +13% light +13% darkness Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Life Regen +1.00 Blind Resist +22% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 100 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -258 life. The duration and life will increase by 1% for every 1% life you have lost (currently 258 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Willpower 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 rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 203.00 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 Constitution 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 direct a cone of chilling stormwind doing 441.96 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +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 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +14.00% Spellpower +7 (+2 eff.) Damage +11% blight +8% fire defense ------ Resistance +14% mind Confus Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag offense ------ Spell Crit +5% Critical power +14.00% Spellpower +4 (+1 eff.) Damage +6% acid +7% fire +6% cold +5% lightning Accuracy +8 (+2 eff.) Ignore Armor +17 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower/crit +4 Combat Speed +10% Damage +7% physical other ------- Mana/turn +0.32 Max mana +31.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +14.00% Physical Power +6 (+2 eff.) Combat Speed +10% Damage +8% physical Accuracy +8 (+2 eff.) Ignore Armor +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ Critical power +14.00% Spellpower +10 (+3 eff.) Damage +9% blight +9% fire defense ------ Resistance +18% fire +14% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: offense ------ Critical power +15.00% Accuracy +5 (+1 eff.) Ignore Armor +14 defense ------ Physical save +16 (+7 eff.) Spell save +16 (+6 eff.) Mind save +17 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Spellpower/crit +3 Damage +6% darkness +5% temporal +5% light +6% physical other ------- Mana/turn +0.20 Max mana +35.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.34 Spell/Air +0.34 Spell/Fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: offense ------ Critical power +14.00% Spellpower +10 (+3 eff.) Damage +9% blight +9% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con offense ------ Critical power +15.00% Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Physical save +13 (+6 eff.) Life +41.00 Life Regen +8.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +7 Cun +7 Con offense ------ Critical power +14.00% Spellpower +9 (+3 eff.) Move Speed +10% Damage +9% blight +9% fire defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.70 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +8 Dex +7 Wil defense ------ Blind Resist +23% other ------- Infravision +6 Sight +2 See Invis +8 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ Spellpower/crit +4 other ------- Mana/turn +0.30 Max mana +28.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Fatigue -5% Resistance +5% arcane +9% light Silence Resist +10% Confus Resist +20% Pinning Resist +10% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% mind When Hit 2 lightning defense ------ Mind save +6 (+2 eff.) Confus Resist +20% other ------- Max psi +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invis +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% lightning Ignore resists +25% nature When Hit 4 lightning defense ------ Resistance +6% acid +9% lightning Life +54.00 Life Regen +5.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% lightning Ignore resists +25% darkness When Hit 6 lightning defense ------ Resistance +6% lightning +5% arcane +12% darkness Mind save +8 (+3 eff.) Confus Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life +28.00 Disarm Resist +20% Pinning Resist +28% Knockbk Resist +28% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Critical power +20.00% Physical Power +5 (+1 eff.) Spellpower +11 (+3 eff.) Damage +6% mind +9% physical Ignore resists +10% fire defense ------ Armor +4 Resistance +9% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +16% lightning defense ------ Fatigue -5% Resistance +32% lightning other ------- Encumbrance +28 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +12 (+4 eff.) Spellpower +13 (+4 eff.) Mindpower +10 (+5 eff.) Damage +6% all defense ------ Life +40.00 Life Regen +11.00 Healmod +14% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +10 (+5 eff.) defense ------ Life Regen +5.00 Stun Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +10 Cun +7 Dex offense ------ Move Speed +17% Accuracy +25 (+6 eff.) defense ------ Defense +9 (+3 eff.) Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 3.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +14% nature +6% blight Poison Resist +22% Disease Resist +17% Rings make your fingers look great! |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Spell Crit +4% Critical power +20.00% Spellpower +12 (+3 eff.) Spellpower/crit +10 Damage +25% lightning +15% nature Ignore resists +15% nature +15% cold On-Hit (Melee): * 20% chance to slow global speed by 50% other ------- Max vim +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +30 (+7 eff.) Damage +30% lightning +21% fire +15% darkness Ignore resists +20% arcane +10% fire When Hit 10 temporal defense ------ Resistance +5% arcane other ------- Mana/turn +0.60 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Mag +5 Cun +6 Con offense ------ Spell Crit +15% Critical power +18.00% Spellpower +15 (+4 eff.) Damage +30% lightning other ------- Negative/turn +0.20 Vim-on-crit +5.00 Max vim +47.00 Max negative +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Spellpower/crit +12 Damage +18% arcane +30% lightning defense ------ Crit Resistance 15.00% other ------- Vim-on-crit +2.00 Hate-on-crit +3.00 Max mana +60.00 Max psi +50.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +13 Mag +10 Wil +14 Cun offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Spellpower/crit +8 Damage +30% lightning defense ------ Armor +7 Hardiness +6% Physical save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +5% Spellpower +22 (+5 eff.) Damage +30% lightning other ------- Max mana +71.00 Talents +1 Command Staff Effective talent level: 5.0 Use mode: Activated Range: 10 Cooldown: 5 Travel Speed: 1500% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a bolt of blight, doing 257.47 blight damage and replenishing 20% of it as vim energy. The amount of vim regained depends on the target's rank (higher ranks give more vim). The effect will increase with your Spellpower. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +15 (+4 eff.) Damage +30% temporal other ------- Talents +1 Command Staff Effective talent level: 3.9 Use mode: Activated Mana cost: 20 Range: 7 Cooldown: 8 Travel Speed: 400% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Conjures up a bolt of fire that moves toward the target and explodes into a flash of fire, doing 388.39 fire damage in a radius of 4. The damage will increase with your Spellpower. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +32.00% Spellpower +38 (+9 eff.) On-Hit 27 fire Damage +30% lightning other ------- Mana/turn +0.25 See Invis +11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +25.00% Spellpower +20 (+5 eff.) On-Hit 24 fire Damage +30% lightning defense ------ Armor +10 Defense +9 (+3 eff.) other ------- See Invis +15 Wards +3 lightning Talents +4 Ward +1 Command Staff Effective talent level: 4.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Bring a damage-type-specific ward into being. The ward will fully negate as many attacks of its element as it has charges. You can activate the following wards: None Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +9% darkness defense ------ Resistance +6% cold Life +45.00 Healmod +15% Disarm Resist +20% Confus Resist +20% Teleport Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +9% nature On-Hit (Melee): * 10% chance to slow global speed by 50% * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +9% nature Crit Resistance 15.00% Life +44.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 2.0 Power cost 43 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Critical power +10.00% Spellpower +5 (+2 eff.) defense ------ Armor +9 Resistance +3% lightning Life Regen +5.00 Healmod +11% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Armor +1 Resistance +12% lightning +6% temporal +3% acid Unlife -60.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Dex +7 Lck offense ------ Damage +15% lightning defense ------ Armor +3 Defense +30 (+10 eff.) Resistance +1% physical Stealth +7 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Damage +9% lightning Ignore Armor +3 defense ------ Armor +7 Crit Resistance 15.00% other ------- Stamina/turn +2.00 Infravision +4 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +4 Mag defense ------ Armor +3 other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+2 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% nature +3% cold On-Hit (Melee): * 20% chance to slow global speed by 50% * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 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 T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag defense ------ Armor +5 Fatigue +4% Silence Resist +39% Confus Resist +49% Stun Resist +30% other ------- Spell cooldown 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +13% Mind Crit +5% Critical power +9.00% Spellpower +6 (+2 eff.) defense ------ Armor +2 other ------- Mana/turn +0.21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Con offense ------ Spell Crit +7% Spellpower +7 (+2 eff.) defense ------ Armor +3 Physical save +21 (+9 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% other ------- Mana/turn +0.25 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.9 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +2 Mag +5 Wil offense ------ Mindpower +9 (+4 eff.) On-Hit 22 mind 24 darkness Ignore Shields +30% Ignore Armor +6 On-Hit (Melee): * 25% chance to reduce all saves and defense by 24 defense ------ Armor +3 Defense +25 (+8 eff.) Fatigue +5% Physical save +6 (+3 eff.) Mind save -6 (-2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Critical power +10.00% Ignore resists +5% lightning Accuracy +15 (+4 eff.) When Hit 2 nature defense ------ Defense +32 (+10 eff.) Resistance +8% fire +8% cold Unlife -40.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +1 Mag +1 Con offense ------ Damage +3% acid +3% lightning +7% cold +19% arcane +6% fire defense ------ Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+4 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 13 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +12 (+5 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 85 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T3 torque charm [Random Unique] Psionic While equipped: Stats +5 Str offense ------ Ignore resists +5% light Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +15% light On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Resistance +30% acid +6% blight other ------- Light +2 Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 285 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 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% mind defense ------ Armor +2 other ------- Psi when Hit +0.04 Max hate +6.00 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 145 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 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +6% light defense ------ Resistance +9% temporal other ------- Max psi +50.00 Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 13 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 950 Base Damage: 363 Armor: 18 All Resist: 15 Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Cun offense ------ Mind Crit +1% On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% fire Teleport Resist +20% other ------- EQ when Hit +0.16 Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (157 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% light When Hit 4 temporal defense ------ Resistance +3% light Create a shield absorbing up to 179 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) Damage +6% cold Ignore resists +10% cold Ignore Armor +7 When Hit 4 physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (247 total damage) Puts all charms on 13 turn cooldown 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: defense ------ Resistance +12% acid +6% temporal Physical save +15 (+7 eff.) Unlife -20.00 life Confus Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (263 total damage) Puts all charms on 13 turn cooldown 100% to heal for 62. 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 [Ego] Arcane Reveal the area around you, dispelling darkness (radius 11, power 77 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: offense ------ Spellpower +15 (+4 eff.) Spellpower/crit +4 When Hit 2 arcane 2 blight Fire a magical bolt dealing 225 acid damage Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 16% for 2 turns. 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. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +7 Str +4 Con offense ------ Physical Crit +8.0% Physical Power +20 (+6 eff.) Damage +24% lightning Accuracy +20 (+5 eff.) defense ------ Defense +20 (+6 eff.) Fire a magical bolt dealing 481 fire damage Puts all charms on 13 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Taserrogue the Drem Arcane Blade level 45
13rd Dearth 123rd year of Ascendancy at 16:47 see stats
By Taserrogue the Drem Arcane Blade level 32
28th Voratun 123rd year of Ascendancy at 04:04 see stats
By Taserrogue the Drem Arcane Blade level 43
6th Dearth 123rd year of Ascendancy at 04:30 see stats
By Taserrogue the Drem Arcane Blade level 10
41st Steel 123rd year of Ascendancy at 17:27 see stats
By Taserrogue the Drem Arcane Blade level 20
9th Gold 123rd year of Ascendancy at 09:09 see stats
By Taserrogue the Drem Arcane Blade level 30
2nd Stralite 123rd year of Ascendancy at 10:11 see stats
By Taserrogue the Drem Arcane Blade level 40
26th Wealth 123rd year of Ascendancy at 12:51 see stats
By Taserrogue the Drem Arcane Blade level 50
19th Dearth 123rd year of Ascendancy at 11:15 see stats
By Taserrogue the Drem Arcane Blade level 31
26th Voratun 123rd year of Ascendancy at 17:53 see stats
By Taserrogue the Drem Arcane Blade level 25
21st Gold 123rd year of Ascendancy at 20:43 see stats
By Taserrogue the Drem Arcane Blade level 33
31st Voratun 123rd year of Ascendancy at 00:35 see stats
By Taserrogue the Drem Arcane Blade level 38
25th Wealth 123rd year of Ascendancy at 19:01 see stats
By Taserrogue the Drem Arcane Blade level 33
31st Voratun 123rd year of Ascendancy at 00:32 see stats
By Taserrogue the Drem Arcane Blade level 25
22nd Gold 123rd year of Ascendancy at 05:09 see stats
By Taserrogue the Drem Arcane Blade level 50
32nd Dearth 123rd year of Ascendancy at 14:47 see stats
Log
Talent Stone Wall is ready to use.
Rested for 64 turns (stop reason: all resources and life at maximum).
There is a portal to Eyal here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).
There is a Return to the Fearscape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Today is the 34th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:56.
Today is the 35th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Saving done.
Today is the 36th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
Today is the 37th Dearth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
There is a Tunnel into the sands here (press '' or right click to use).
There is a ladder to worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.
The furious lightning storm around Taserrogue calms down and disappears.