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 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. 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: 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 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: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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! 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: 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. 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. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. 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. 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 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 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. 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 | Cornac |
Class | Marauder |
Level / Exp | 32 / 73% |
Size | medium |
Lifes / Deaths | Killed by caravan guard at level 18 on the 87th Vengeance 123rd year of Ascendancy at 10:22 3 / 3Killed by Betubeth the white wolf at level 27 on the 108th Vengeance 123rd year of Ascendancy at 01:48 Killed by Silavea the gwelgoroth at level 32 on the 194th Vengeance 123rd year of Ascendancy at 12:20 |
Primary Stats
Strength | 62 (base 60) |
Dexterity | 54 (base 51) |
Constitution | 12 (base 10) |
Magic | 18 (base 10) |
Willpower | 32 (base 10) |
Cunning | 40 (base 27) |
Resources
Life | 700/700 |
Stamina | 148/148 |
Healing Factor | 1.0691526171257 |
Regeneration | 4.5438986227844 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 7 |
See Stealth | 72.182604915697 |
See Invisible | 71.182604915697 |
Offense: Mainhand
Damage | 77 |
Accuracy | 54 |
Crit Chance | 26% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 54 |
Crit Chance | 28% |
APR | 14 |
Speed | 0.80 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 10% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Fire | +18% |
Temporal | +22% |
Nature | +35% |
Physical | +40% |
Cold | +22% |
All | +6% |
Offense: Damage Penetration
Temporal | +8% |
Physical | +7% |
All | 0% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 8 (38.594633868923%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 24 |
Mental Save | 35 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 18%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 28%( 70%) |
All | + 11%( 70%) |
Lightning | + 20%( 70%) |
Light | + 16%( 70%) |
Physical | + 28%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 35%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Silence Resistance | 34% |
Disarm Resistance | 37% |
Knockback Resistance | 10% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 280.36 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 82 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 747% 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 Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Poisons | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Daunting Presence |
talent | Apply Poison |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Quickdraw |
talent | Numbing Poison |
talent | Crippling Poison |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Has 6 throwing knives prepared: 6 KnivesRange: 3 Net Damage: 33 - 46 Accuracy: 69 (knife) APR: 9 Crit Chance: +28% Crit mult: 181% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 31% chance to deflect up to 12 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 |
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... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * 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 OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | undeterred pair of dwarven-steel boots (0 def, 4 armour) undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +34% Confus Resist +28% Stun Resist +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Tundrareeve' alchemist's lamp 'Tundrareeve'1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +16.00% Physical Power +7 (+2 eff.) When Hit 4 cold defense ------ Resistance +15% darkness +2% physical Spell save +6 (+3 eff.) Life Regen +4.00 Pinning Resist +20% Stun Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+5 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
On hands | alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour) alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Mag +6 Wil +2 Con offense ------ On-Hit 5 acid 3 fire 5 cold 6 lightning defense ------ Armor +2 Fatigue +3% Disarm Resist +27% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 ice +9 fire +4 acid +6 lightning On Hit: 10% Disarm 3 Effective talent level: 3.0 Use mode: Activated Stamina cost: 8 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Hits the target doing 88% damage and trying to disarm the target for 5 turns. The chance improves with your Physical Power. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | extending yew totem of healing [power 230] (13 cooldown) extending yew totem of healing [power 230] (13 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | Mucktide Mucktide0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +9% nature defense ------ Resistance +9% fire +6% light +3% physical Crit Resistance 15.00% Blind Resist +33% Disarm Resist +10% Stun Resist +20% Knockbk Resist +10% other ------- Infravision +5 See Stealth +14 See Invis +13 Rings make your fingers look great! |
On fingers | painweaver's gold ring of misery painweaver's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun offense ------ Physical Power +7 (+2 eff.) Spellpower +10 (+5 eff.) Mindpower +14 (+6 eff.) On-Hit 17 physical On-Ranged-Hit 12 physical Damage +6% all On-Hit (Melee): * 12% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 24 other ------- Hate-on-crit +3.00 Max hate +8.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Around neck | Byharafang the steel amulet Byharafang the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun defense ------ Armor +2 Resistance +11% lightning +11% mind +5% arcane +3% darkness Life +20.00 Confus Resist +28% Stun Resist +21% Amulets make your neck look great! |
In main hand | quick dwarven-steel longsword of massacre (139% power, 4 apr) quick dwarven-steel longsword of massacre (139% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Combat Speed +10% Accuracy +11 (+4 eff.) Sharp, long, and deadly. |
Around waist | spiritwalker's hardened leather belt of unlife spiritwalker's hardened leather belt of unlife1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +3 Mag defense ------ Resistance +8% blight other ------- Mana/turn +0.15 Max mana +22.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)3.0 Encumbrance T3 whip 1H weapon [Unique] Nature Weapon Damage 133% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 125% On-hit +22 poison +22 bleed On Hit: 30% Disarm 3 While equipped: offense ------ Accuracy +10 (+4 eff.) other ------- See Stealth +9 See Invis +9 Effective talent level: 3.0 Use mode: Activated Stamina cost: 8 Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Hits the target doing 88% damage and trying to disarm the target for 5 turns. The chance improves with your Physical Power. A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Cloak | cashmere cloak 'Mayisera' (2 def, 0 armour) cashmere cloak 'Mayisera' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil defense ------ Defense +2 (+0 eff.) Resistance +6% cold +6% fire +12% nature +2% physical Spell save +6 (+3 eff.) Mind save +13 (+6 eff.) Life +100.00 Healmod +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ancient cashmere robe of alchemy (0 def, 0 armour) ancient cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Damage +13% acid +16% temporal +16% cold +12% fire +34% physical Ignore resists +8% temporal +8% physical defense ------ Resistance +13% acid +13% physical +12% fire +14% cold +11% all Anomaly Control +10 other ------- Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion (die at -292; dur 6; cd 25) heroism infusion (die at -292; dur 6; cd 25)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 25 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 -292 life. The duration and life will increase by 1% for every 1% life you have lost (currently 292 life, 6 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. |
heroism infusion of the psychic (die at -628; dur 8; cd 31) heroism infusion of the psychic (die at -628; dur 8; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -628 life. The duration and life will increase by 1% for every 1% life you have lost (currently 628 life, 8 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. |
movement infusion of the sneak (speed 680%; cd 11) movement infusion of the sneak (speed 680%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% 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. 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 |
shatter afflictions rune of the warrior (absorb 128; cd 22) shatter afflictions rune of the warrior (absorb 128; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 22 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 128 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 Strength 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 |
sneakthief's steel ring of the mountain (+10%) sneakthief's steel ring of the mountain (+10%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Cun +4 Dex offense ------ Damage +10% physical Accuracy +7 (+3 eff.) defense ------ Resistance +10% physical Rings make your fingers look great! |
Inertial Twine Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
titan's gold ring of perseverance titan's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Life Regen +3.00 Stun Resist +28% Rings make your fingers look great! |
Yaregas (125% power, 4 apr) Yaregas (125% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Arcane Weapon Damage 125% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +16 temporal On-Hit, radius 1 +20 acid +8 temporal +10 fire While equipped: offense ------ When Hit 10 acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, long, and deadly. |
quick dwarven-steel waraxe of evisceration (118% power, 4 apr) quick dwarven-steel waraxe of evisceration (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Dex offense ------ Physical Crit +7.0% Physical Power +9 (+2 eff.) Combat Speed +10% Accuracy +5 (+2 eff.) One-handed war axes. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+8 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Weapon (100% of a turn) Description: Raise your dagger into blocking position for one turn, reducing the damage of all physical melee attacks against you by 214. If you block all of an attack's damage, the attacker will be vulnerable to a deadly counterstrike (a normal attack will instead deal 200% damage) for one turn and be left disarmed for 3 turns. The blocking value will increase with your Dexterity and Cunning. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Mayyssra the Murkfist Mayyssra the Murkfist1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +2 (+0 eff.) Damage +6% temporal Ignore resists +5% nature On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +3% temporal Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
hardened leather belt 'Flameburst' hardened leather belt 'Flameburst'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ When Hit 6 fire defense ------ Defense +10 (+3 eff.) Resistance +18% acid +3% temporal Life +42.00 Blind Resist +10% A belt that goes around your waist. |
Eariregoromidil (1 def, 6 armour) Eariregoromidil (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% mind defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% temporal +13% cold Life +60.00 Knockbk Resist +20% other ------- Max hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Aditira' (1 def, 0 armour) linen cloak 'Aditira' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Critical power +10.00% defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flowerrune the cashmere cloak (14 def, 4 armour) Flowerrune the cashmere cloak (14 def, 4 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% nature Ignore resists +25% physical defense ------ Armor +4 Defense +14 (+4 eff.) Resistance +6% temporal Physical save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots 'Xeridhetira' (0 def, 3 armour) pair of hardened leather boots 'Xeridhetira' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +6 Wil +3 Cun +3 Con offense ------ Mind Crit +3% Mindpower +24 (+9 eff.) Ignore resists +8% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Resistance +3% fire Blindside: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
alchemist's voratun gauntlets of magic (+3) (0 def, 3 armour) alchemist's voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +11 Mag +3 Wil offense ------ On-Hit 6 acid 7 fire 5 cold 6 lightning Damage +5% arcane defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +4 ice +13 lightning +24 fire +11 arcane +14 acid On-crit, radius 2 +9 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Freezetrial (6 def, 0 armour) Freezetrial (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +6% cold +11% fire defense ------ Defense +6 (+2 eff.) Resistance +16% fire Unlife -80.00 life Confus Resist +20% other ------- Max psi +10.00 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Coalmaster' (0 def, 6 armour) dwarven-steel helm 'Coalmaster' (0 def, 6 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Str +1 Dex +4 Wil offense ------ Physical Crit +3.0% Physical Power +7 (+2 eff.) Ignore resists +5% darkness +20% physical When Hit 8 darkness defense ------ Armor +6 Fatigue +4% Resistance +7% physical Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 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. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 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. |
3 garnet 3 garnet0.0 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. |
4 quartz 4 quartz0.0 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. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning Effective talent level: 2.0 Use mode: Activated Mana cost: 10 Range: 7 Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Your golem fires a beam from his eyes, doing 118.30 fire damage, 122.31 cold damage or 106.27 lightning damage. The beam will always be the maximun range it can be and will not harm friendly creatures. The damage will increase with your golem's Spellpower. This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
brass lantern of health brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 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. |
Yvamina the Frostbrawn Yvamina the Frostbrawn1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Con +5 Wil offense ------ Damage +9% cold +8% mind +15% physical other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str defense ------ Life +26.00 other ------- Max stamina +18.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
focusing iron torque of psionic shield [power 27] (21 cooldown) focusing iron torque of psionic shield [power 27] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (21 cooldown) iron torque of clear mind [power 1] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (13 cooldown) iron torque of mindblast [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 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. |
Growthswift [power 150] (13 cooldown) Growthswift [power 150] (13 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% fire When Hit 2 fire defense ------ Resistance +12% nature Blast the opponent's mind dealing 159 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 11% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (13 cooldown) elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of stinging [power 116] (13 cooldown) evasive elm totem of stinging [power 116] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 156 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Isyrita the yew totem of summon tentacle [power 220] (21 cooldown) Isyrita the yew totem of summon tentacle [power 220] (21 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +8 Mag +3 Cun defense ------ Resistance +6% acid Crit Resistance 15.00% other ------- See Invis +12 Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 586 Base Damage: 256 Armor: 17 All Resist: 13 Puts all charms on 21 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Poryta the yew totem of stinging [power 248] (13 cooldown) Poryta the yew totem of stinging [power 248] (13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Wil offense ------ Spell Crit +1% Ignore resists +10% blight defense ------ Resistance +9% temporal other ------- Mana/turn +0.12 Mana-on-crit +2.00 Sting an enemy dealing 334 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elm wand of lightning storm [power 110] (13 cooldown) evasive elm wand of lightning storm [power 110] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 13 turn cooldown 100% to gain a 12% 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. |
focusing elm wand of conjuration [power 105] (13 cooldown) focusing elm wand of conjuration [power 105] (13 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 128 cold damage Puts all charms on 13 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Baridig the yew wand of shielding [power 296] (17 cooldown) Baridig the yew wand of shielding [power 296] (17 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +7 Cun offense ------ Critical power +10.00% Mindpower +10 (+4 eff.) other ------- Max psi +10.00 Create a shield absorbing up to 296 damage on yourself and all friendly characters within 10 spaces for 4 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. |
yew wand of lightning storm 'Runezor' [power 278] (13 cooldown) yew wand of lightning storm 'Runezor' [power 278] (13 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +4 Str +3 Dex +4 Con offense ------ Ignore resists +20% acid other ------- Infravision +2 Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (294 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage by 15% 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 foc the Cornac Marauder level 10
72nd Vengeance 123rd year of Ascendancy at 03:49 see stats
By foc the Cornac Marauder level 20
88th Vengeance 123rd year of Ascendancy at 15:01 see stats
By foc the Cornac Marauder level 30
189th Vengeance 123rd year of Ascendancy at 11:03 see stats
By foc the Cornac Marauder level 27
108th Vengeance 123rd year of Ascendancy at 03:36 see stats
By foc the Cornac Marauder level 27
108th Vengeance 123rd year of Ascendancy at 20:54 see stats
Log
Talent Venomous Strike is ready to use.
Talent Flurry is ready to use.
Foc activates Daunting Presence.
Talent Vitality is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Apply Poison is ready to use.
Talent Crippling Poison is ready to use.
Talent Disengage is ready to use.
Talent Greater Weapon Focus is ready to use.
Talent Numbing Poison is ready to use.
Foc activates Numbing Poison.
Foc activates Crippling Poison.
Foc activates Apply Poison.
Talent Infusion: Movement is ready to use.
Talent True Grit is ready to use.
Talent Adrenaline Surge is ready to use.
Talent Perfect Strike is ready to use.
Talent Total Thuggery is ready to use.
Talent Precise Strikes is ready to use.
Talent Rush is ready to use.
Foc activates Precise Strikes.
Talent Unstoppable is ready to use.
Talent Blinding Speed is ready to use.
Rested for 50 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Foc activates Quickdraw.
Rested for 2 turns (stop reason: all resources and life at maximum).