










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 30 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by Isunne the large brown snake at level 14 on the 10th Dearth 122nd year of Ascendancy at 16:20 0 / 7Killed by Iderzzi the dwarf at level 20 on the 14th Steel 123rd year of Ascendancy at 00:26 Killed by Iderzzi the dwarf at level 20 on the 14th Steel 123rd year of Ascendancy at 01:41 Killed by 3-headed hydra at level 20 on the 23rd Steel 123rd year of Ascendancy at 09:43 Killed by Eilinaratha the dredgling at level 24 on the 28th Steel 123rd year of Ascendancy at 22:00 Killed by Abdaebo the krog at level 29 on the 8th Gold 123rd year of Ascendancy at 11:12 Killed by Atrkl the human at level 30 on the 15th Stralite 123rd year of Ascendancy at 00:36 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 19 (base 12) |
| Constitution | 33 (base 12) |
| Magic | 68 (base 60) |
| Willpower | 65 (base 49) |
| Cunning | 45 (base 17) |
Resources
| Mana | 8/449 |
| Equilibrium | 40 |
| Life | -74/801 |
| Insanity | 90/100 |
| Stamina | 250/292 |
| Psi | 141/155 |
| Healing Factor | 1.3489294477288 |
| Regeneration | 19.222244630135 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 76 |
| Accuracy | 66 |
| Crit Chance | 20% |
| APR | 35 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Arcane | +6% |
| Cold | +11% |
| All | 0% |
| Physical | +5% |
| Darkness | +12% |
| Light | +13% |
| Temporal | +5% |
| Lightning | +56% |
| Mind | +5% |
| Fire | +3% |
| Nature | +12% |
Offense: Damage Penetration
| Lightning | +35% |
| Fire | +35% |
| Nature | +35% |
| Darkness | +50% |
| Physical | +40% |
| Mind | +65% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 33.797750397656 (50%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 62 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 22%( 70%) |
| Arcane | + 32%( 70%) |
| Cold | + 64%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 27%( 70%) |
| Fire | + 31%( 70%) |
| Lightning | + 32%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 59% |
| Blind Resistance | 59% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 336 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 103 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Magnetism | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Constrict |
| talent | Arcane Combat |
| talent | Eldritch Infusion |
| talent | Shards |
| talent | Blade Flurry |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The target is poisoned, taking 36.60 nature damage per turn. Damage dealt is reduced by 30%. The source of this effect receives healing equal to 54% of the damage it deals to the target. Deadly Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's skin turns to stone, granting 14 armour, 20% armour hardiness, 18 physical save and 18 spell save. Also applies 20 armour to all non-physical damage. Dwarven Resilience |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 19, accuracy by 28, and all damage penetration by 30%. Expose Weakness |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lone alchemist from death by Betinor the brown bear. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed bloated horror heart. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | elven-wood starstaff 'Thunderkarma' (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Mag +2 Cun +5 Con offense ------ Spell Crit +10% Critical power +51.00% Spellpower +17 (+5 eff.) On-Hit 24 fire Damage +25% lightning +10% blight When Hit 2 lightning defense ------ Crit Resistance 15.00% Physical save +9 (+3 eff.) Healmod +5% other ------- Negative/turn +0.20 Vim-on-crit +6.00 Max vim +31.00 Max negative +43.00 See Invisibility +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was corrupted by the digestive sack. |
| Light source | Winterwoe1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Ignore resists +25% mind +5% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +8% blight +15% cold Life Regen +6.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Falumarofang the Loambreacher (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun offense ------ Physical Crit +1.0% Critical power +5.00% Damage +9% nature Accuracy +25 (+6 eff.) Ignore Armor +1 When Hit 4 cold On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Defense +2 (+1 eff.) Mind save +8 (+3 eff.) A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | Polulle the iron torque of mindblast [power 110] (27/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +5 (+3 eff.) Resistance +2% physical +3% light +3% fire Physical save +3 (+1 eff.) Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blast the opponent's mind dealing 81 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Anorokhad the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Con offense ------ Damage +10% lightning +11% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +20% lightning +25% cold +6% light Spell save +10 (+2 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
| On fingers | gold ring 'Cloudstinger'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Defense +15 (+8 eff.) Fatigue -7% Resistance +18% cold +5% arcane +12% light Life Regen +4.00 other ------- Encumbrance +29 Rings make your fingers look great! |
| Around neck | Aeronor the Nimbusstinger0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +7 Cun +7 Con offense ------ Move Speed +20% Damage +12% lightning Ignore resists +5% lightning defense ------ Fatigue -10% Resistance +5% arcane Life Regen +4.00 Healmod +12% Cut Resist +50% other ------- Stamina/turn +0.90 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 306 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | wrathful steel shield of the stars (0 def, 4 armour, 14-16 power, 39.5 block)7.0 Encumbrance T2 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 13.5 - 16.2 Physical Uses 70% Wil, 50% Mag, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +40 On-hit +12 light +11 darkness On-crit, radius 2 +15 light +15 fire While equipped: Stats +2 Cun +1 Mag offense ------ Damage +13% light +12% darkness On shield block: * Deals 140 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +7% fire +17% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
| On hands | hardened leather gloves 'Mucuswrack' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +4 Mag offense ------ Spellpower +6 (+2 eff.) Mindpower +5 (+1 eff.) On-Hit 4 arcane 10 temporal 17 mind 16 darkness On-Ranged-Hit 8 temporal Damage +5% temporal +6% arcane +3% nature Ignore resists +20% darkness +5% nature On-Hit (Melee): * 10% chance to slow global speed by 57% * 18% chance to reduce all saves and defense by 29 defense ------ Armor +2 Resistance +5% arcane +8% temporal Mind save -14 (-4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Kindlewyrd1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +17% Summoned On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +5% arcane +6% fire Resist Against +15% Summoned Spell save +12 (+3 eff.) other ------- Light +2 A belt that goes around your waist. |
| Cloak | Glorybeth the Sunrend (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Dex +5 Cun offense ------ Damage +3% fire Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+1 eff.) Resistance +6% darkness +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 30.58 to 38.22 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the sneak (speed 726%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 726% 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. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of the Rift (410.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 303.31 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 18; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 115; cd 20)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 115 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 82; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Chillkiller the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck offense ------ Ignore resists +5% cold Accuracy +6 (+1 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +6 (+3 eff.) Resistance +6% blight +10% fire +14% cold +3% acid Resist unseen 10% other ------- Masteries +0.14 Wild-gift/Ooze Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
Isariata the Balanceravager0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +18% mind Ignore resists +5% nature +10% light When Hit 8 mind On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +15% mind +6% nature other ------- Light +3 Rings make your fingers look great! |
Lorylalin0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Con defense ------ Resistance +6% blight Mind save +6 (+2 eff.) Life +20.00 Cut Resist +20% Confus Resist +22% other ------- See Invisibility +9 Rings make your fingers look great! |
Mayita the Brightblow0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% lightning Ignore resists +10% lightning +15% cold +5% fire When Hit 8 cold 2 fire defense ------ Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
copper ring 'Hailstun'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ When Hit 8 cold defense ------ Fatigue -4% Resistance +6% cold other ------- Encumbrance +22 Infravision +3 Rings make your fingers look great! |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 175% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+8 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Blazeorder the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Damage +9% temporal When Hit 4 temporal defense ------ Resistance +9% light +5% arcane other ------- Mana/turn +0.15 Max mana +22.00 A belt that goes around your waist. |
insulating rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Wil +4 Mag offense ------ Spell Crit +4% defense ------ Resistance +10% blight +6% fire +6% cold A belt that goes around your waist. It was hardened by the digestive sack. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +7 (+4 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelytir the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Wil +3 Cun offense ------ Ignore resists +13% darkness +13% temporal defense ------ Armor +3 Resistance +12% lightning +13% temporal +20% darkness +5% arcane Spell save +6 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.60 Mana/turn +0.08 Max stamina +19.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Poluwyn the pair of iron boots (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +7 Fatigue +2% Resistance +6% mind +6% fire Physical save +9 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Disease Resist +10% Silence Resist +20% other ------- EQ when Hit +0.04 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayuyarin (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Str offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Defense +1 (+1 eff.) other ------- Psi/turn +0.13 Light +1 Infravision +3 See Invisibility +3 A pointy cloth hat, very wizardly... |
Polewyn the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Mag offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid +3% blight Disarm Resist +10% Confus Resist +10% other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Woeblood the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Wil +2 Cun +6 Lck offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +15% darkness When Hit 4 cold defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xeryssra (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Arcane While equipped: Stats +2 Str +1 Wil +4 Cun +4 Con defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +11% light +11% darkness other ------- See Invisibility +6 A suit of armour made of leather. |
Searclamor the steel shield (0 def, 4 armour, 18-22 power, 42 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 18.5 - 22.2 Physical Uses 70% Wil, 50% Mag, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +14 acid While equipped: Stats +2 Wil +1 Cun +2 Con offense ------ Ignore resists +5% mind When Hit: * 10% chance to reduce armor by 37% defense ------ Armor +4 Fatigue +8% Resistance +11% acid +17% cold +16% lightning +6% fire other ------- Talents +1 Block Handheld deflection devices. |
steel shield of winter (0 def, 4 armour, 12-14 power, 42 block)7.0 Encumbrance T2 shield armor [Ego+] Nature When used to Attack: Weapon Damage 12.0 - 14.4 Physical Uses 70% Wil, 50% Mag, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-hit +12 cold While equipped: Stats +2 Wil offense ------ On shield block: * Deals 162 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
193 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
6 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Biromithad the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +15% physical defense ------ Defense +10 (+5 eff.) Resistance +9% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +3.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +3 Str offense ------ Ignore Armor +5 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 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. |
15 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 83.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 83.83 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Zubath2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil +4 Mag offense ------ Spellpower/crit +4 Damage +6% mind other ------- Max vim +40.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of the sun2.0 Encumbrance T1 lite [Ego+] Arcane While equipped: offense ------ Damage +6% light defense ------ Resistance +6% darkness Affinity +5% light other ------- Light +5 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 113.47 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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. |
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. |
Artharab the Radiancelord [power 55] (27/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Str +4 Cun +4 Con offense ------ Ignore resists +5% mind defense ------ Resistance +9% light Crit Resistance 5.00% Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Bethysetha the iron torque of mindblast [power 105] (27/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil offense ------ Spellpower +10 (+3 eff.) Damage +12% blight +15% arcane Blast the opponent's mind dealing 78 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 37. Torques are made by powerful psionics to store psionic powers. |
Shadowwarden the dwarven-steel torque of clear mind [power 2] (27/25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% temporal When Hit 6 darkness defense ------ Resistance +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing steel torque of gale force [power 170] (27/15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 126 physical damage Puts all charms on 15 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 'Hazejustice' [power 1] (27/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Physical Crit +2.0% Physical Power +15 (+4 eff.) Ignore resists +20% cold Accuracy +15 (+3 eff.) On-Hit (Melee): * 10% chance to reduce armor by 37% defense ------ Defense +15 (+8 eff.) Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of lightning storm [power 116] (27/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 116] (27/20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
12 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Enisi the Dwarf Adventurer level 21
24th Steel 123rd year of Ascendancy at 17:49 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Enisi the Dwarf Adventurer level 20
24th Shortage 122nd year of Ascendancy at 06:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Enisi the Dwarf Adventurer level 25
29th Steel 123rd year of Ascendancy at 13:44 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Enisi the Dwarf Adventurer level 29
2nd Gold 123rd year of Ascendancy at 00:15 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Enisi the Dwarf Adventurer level 10
28th Wealth 122nd year of Ascendancy at 06:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Enisi the Dwarf Adventurer level 20
8th Loss 122nd year of Ascendancy at 09:10 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Enisi the Dwarf Adventurer level 30
6th Stralite 123rd year of Ascendancy at 16:11 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Enisi the Dwarf Adventurer level 20
16th Loss 122nd year of Ascendancy at 16:13 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Enisi the Dwarf Adventurer level 16
18th Dearth 122nd year of Ascendancy at 13:36 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Enisi the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 13:56 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Enisi the Dwarf Adventurer level 9
27th Wealth 122nd year of Ascendancy at 11:03 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Enisi the Dwarf Adventurer level 9
20th Wealth 122nd year of Ascendancy at 07:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Enisi the Dwarf Adventurer level 27
41st Steel 123rd year of Ascendancy at 03:46 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Enisi the Dwarf Adventurer level 18
21st Dearth 122nd year of Ascendancy at 09:56 see stats
Log
Atrkl the human's manaburn arcane area effect hits Atrkl the human for 0 arcane damage.
Enisi uses Call of the Ooze.
Atrkl the human cleverly deflects the attack with his shield!
Atrkl the human repels an attack from Enisi.
Atrkl the human cleverly deflects the attack with his shield!
Atrkl the human repels an attack from Enisi.
Atrkl the human shoots!
Atrkl the human's Shoot performs a ranged critical strike against Bloated ooze!
Atrkl the human's Shoot hits Bloated ooze for 236 physical damage.
Atrkl the human's Shoot hits Enisi for (10 flat reduction), 0 lightning (0 total damage).
Atrkl the human's Shoot killed Bloated ooze!
Enisi has finished recovering.
Atrkl the human slows down.
Enisi's Beyond the Flesh misses Atrkl the human.
Thunderstorm hits Atrkl the human for 17 lightning damage.
Enisi's Beyond the Flesh hits Atrkl the human for 36 physical, 0 arcane, 16 fire, 15 darkness, 20 mind, 8 arcane, 11 temporal (106 total damage).
Atrkl the human receives 6 healing from Deadly Poison from Atrkl the human.
Deadly Poison from Atrkl the human hits Enisi for (20 flat reduction), 11 nature (11 total damage).
Atrkl the human shrugs off the effect 'Numbing Darkness'!
Tentacle Constriction from Enisi hits Atrkl the human for 56 darkness, 0 arcane, 10 fire, 10 darkness, 7 mind, 7 arcane, 9 temporal (99 total damage).
Atrkl the human activates Insidious Poison.
Atrkl the human deactivates Numbing Poison.
Atrkl the human uses Kneecapper.
Enisi uses Expose Weakness.
Atrkl the human shrugs off the effect 'Exposed'!
Enisi is focusing on penetrating defenses.
Atrkl the human's Kneecapper performs a ranged critical strike against Enisi!
Poison bursts out of Enisi's corpse!















































































































