









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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. 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:
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! Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 29 / 52% |
| Size | medium |
| Lifes / Deaths | Killed by Chronolith Clone at level 29 on the 55th Regrowth 123rd year of Ascendancy at 01:34 / 1 |
Primary Stats
| Strength | 52 (base 22) |
| Dexterity | 95 (base 60) |
| Constitution | 43 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 71 (base 47) |
Resources
| Life | -17/881 |
| Stamina | 132/196 |
| Healing Factor | 1.3597742564935 |
| Regeneration | 10.674227913474 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
Offense: Barehand
| Damage | 111 |
| Accuracy | 63 |
| Crit Chance | 45% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +13% |
| Cold | +3% |
| Light | +9% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 23 (35.65183292883%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 4 |
| Physical Save | 38 |
| Spell Save | 20 |
| Mental Save | 32 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Nature | + 38%( 70%) |
| All | + 8%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 803% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous 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 -481 life. The duration and life will increase by 1% for every 1% life you have lost (currently 971 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Catlan. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 59. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed electric eel tail. * You've found the needed orc heart. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wintersear the pair of iron boots (20 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% cold Ignore resists +15% cold defense ------ Armor +3 Defense +20 (+5 eff.) Fatigue -2% Physical save +9 (+4 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | brawler's voratun gauntlets of archery (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +3 Str +8 Dex +8 Cun offense ------ Accuracy +6 (+1 eff.) Ignore Armor +9 defense ------ Armor +3 Fatigue +5% Physical save +9 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +22 Critical Rate +19.0% Attack Speed 100% On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Jetpride the hardened leather cap (20 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Dex offense ------ When Hit 4 darkness defense ------ Armor +3 Defense +20 (+5 eff.) Fatigue +3% Resistance +6% nature +9% lightning Spell save +9 (+4 eff.) Mind save +6 (+3 eff.) Life Regen +4.00 A cap made of leather. |
| Tool | powerful steel torque of psionic shield [power 45] (15/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Manulathahell the Daytickler0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% nature When Hit 10 light defense ------ Armor +8 Resistance +26% nature +9% lightning Mind save +6 (+3 eff.) Life +20.00 other ------- Light +1 Rings make your fingers look great! |
| On fingers | Malarin the Prismstalker0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Critical power +10.00% Physical Power +7 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +6 (+3 eff.) Damage +9% light When Hit 4 darkness other ------- Mana-on-crit +2.00 Light +3 Rings make your fingers look great! |
| Around neck | serendipitous steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +11 Lck offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +7 (+1 eff.) Resist unseen 11% Amulets make your neck look great! |
| Main armor | troll-hide hardened leather armour of resilience (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Life +67.00 Life Regen +3.60 Healmod +12% A suit of armour made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | linen cloak 'Durodar' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con offense ------ Physical Crit +3.0% Accuracy +3 (+1 eff.) Ignore Armor +3 defense ------ Defense +6 (+1 eff.) Physical save +3 (+2 eff.) other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | noble's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +9 Cun +5 Lck offense ------ Against +21% Summoned defense ------ Resist Against +21% Summoned Stealth +8 other ------- Disarm Traps +11 Infravision +4 A belt that goes around your waist. |
Inventory
healing infusion of the titan (heal 135; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 135 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 128; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 62; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 717%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 717% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 390; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 390 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 303; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 105; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 105 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 32%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 30%; physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, blight, cold, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 light, 5 blight, 4 cold, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
savage's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
troll-hide rough leather armour of spell shielding (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Arcane/Nature While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% Resistance +6% arcane Spell save +12 (+6 eff.) Life +35.00 Life Regen +3.10 Healmod +11% A suit of armour made of leather. |
Narion the Freezenigh (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ When Hit 10 cold On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +19% lightning +6% light +6% fire +5% arcane +3% cold A suit of armour made of leather. |
fortifying iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego+] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Life +30.00 A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Oledur'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +7 Wil defense ------ Armor +6 Defense +30 (+7 eff.) other ------- Stamina/turn +2.00 Create a temporary shield that absorbs 188 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck defense ------ Stealth +6 other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Artharoddagrim (1 def, 11 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +11 Defense +1 (+0 eff.) Resistance +3% darkness +10% cold Mind save +9 (+4 eff.) Unlife -20.00 life Knockbk Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakknight the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Damage +9% acid +3% darkness Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Defense +1 (+0 eff.) Resistance +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hettukath' (21 def, 7 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Accuracy +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 19% defense ------ Armor +7 Defense +21 (+5 eff.) Resistance +10% cold other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
miner's pair of iron boots (0 def, 4 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
radiant rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 light Damage +4% light defense ------ Armor +1 Resistance +6% light Unarmed combat: Weapon Damage 97% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of butchering (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +1 Resistance +6% blight Spell save +9 (+4 eff.) Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +1.0% Attack Speed 125% On Hit: * 12% chance to slow global speed by 48% * 12% chance to reduce armor by 19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pyrewedge (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil +9 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Mind Crit +7% Critical power +7.00% Spellpower +6 (+5 eff.) On-Hit 7 arcane Damage +8% arcane Ignore resists +10% acid When Hit 8 acid defense ------ Armor +2 Resistance +4% arcane +15% fire Unarmed combat: Weapon Damage 124% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +10.0% Attack Speed 125% On-hit +11 arcane On-crit, radius 2 +7 arcane On Hit: 10% Manathrust 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of archery (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +3 Mag +2 Wil +5 Cun offense ------ On-Hit 6 acid 5 fire 5 cold 3 lightning Accuracy +6 (+1 eff.) Ignore Armor +7 defense ------ Armor +2 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +10 Critical Rate +3.0% Attack Speed 125% On-hit +4 ice +7 fire +12 acid +8 lightning On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Wildoracle' (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Rare] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +4 Resistance +9% blight +9% temporal +5% arcane Spell save +13 (+6 eff.) Silence Resist +20% Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +3.0% Attack Speed 125% On Hit: * 12% chance to slow global speed by 48% * 17% chance to reduce armor by 19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +5 On Melee Ret: * 19 arcane resource burn defense ------ Armor +2 Resistance +9% blight Spell save +22 (+11 eff.) Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 125% On Hit: * 12% chance to reduce armor by 19% * 11% chance to slow global speed by 48% * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Isybreba (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +11 (+4 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% acid +1% physical Crit Resistance 15.00% Physical save +9 (+4 eff.) Mind save +6 (+3 eff.) Unarmed combat: Weapon Damage 130% 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 100% Metal gloves protecting the hands up to the middle of the lower arm. |
Bokygund (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +6.0% Ignore resists +5% mind Ignore Armor +2 When Hit 2 physical defense ------ Armor +1 Fatigue +1% Unlife -20.00 life A cap made of leather. |
Falirig the Weepnull (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +10.00% Ignore Armor +1 When Hit 4 nature defense ------ Defense +11 (+2 eff.) Resistance +6% lightning +6% temporal +6% acid Physical save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
8 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. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
10 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. |
3 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. |
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. |
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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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. |
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. |
6 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 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. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 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 On Spell Hit: 10% Eye Beam 2 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
147 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invis +6 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. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Noongrind (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +5% fire +10% light +10% mind When Hit 2 light defense ------ Resistance +6% fire +6% darkness +9% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Brightbiter' (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +10.00% Mindpower +30 (+12 eff.) Damage +15% fire Ignore resists +15% arcane +15% mind defense ------ Resistance +5% arcane other ------- Psi when Hit +0.08 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 73.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 (0/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 200/400 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. |
Belabers [power 105] (15/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil defense ------ Mind save +6 (+3 eff.) other ------- Psi when Hit +0.08 Max psi +20.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Pusnull the iron torque of mindblast [power 105] (15/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Cun offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) Ignore resists +15% nature +5% mind other ------- Max hate +4.00 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of gale force [power 100] (15/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Dawnslicer the dwarven-steel torque of mindblast [power 255] (15/15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +8 Con offense ------ Ignore resists +10% light defense ------ Resistance +3% darkness other ------- Infravision +1 Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 245] (15/15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Catlan the Cornac Brawler level 20
56th Haze 122nd year of Ascendancy at 09:39 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Catlan the Cornac Brawler level 27
19th Regrowth 123rd year of Ascendancy at 12:29 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Catlan the Cornac Brawler level 26
9th Regrowth 123rd year of Ascendancy at 11:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Catlan the Cornac Brawler level 10
10th Mirth 122nd year of Ascendancy at 03:53 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Catlan the Cornac Brawler level 20
48th Haze 122nd year of Ascendancy at 17:33 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Catlan the Cornac Brawler level 22
72nd Haze 122nd year of Ascendancy at 14:56 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Catlan the Cornac Brawler level 29
24th Regrowth 123rd year of Ascendancy at 17:48 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Catlan the Cornac Brawler level 19
47th Haze 122nd year of Ascendancy at 22:21 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Catlan the Cornac Brawler level 9
5th Mirth 122nd year of Ascendancy at 10:03 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Catlan the Cornac Brawler level 17
40th Haze 122nd year of Ascendancy at 17:47 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Catlan the Cornac Brawler level 20
56th Haze 122nd year of Ascendancy at 02:58 see stats
Log
Chronolith Twin casts Searing Light.
Chronolith Clone casts Energy Absorption.
Catlan's Spinning Backhand is disrupted by the Energy Absorption!
Catlan's Combination Kick is disrupted by the Energy Absorption!
Catlan's Double Strike is disrupted by the Energy Absorption!
Chronolith Twin hits Catlan for (30 flat reduction), 29 physical, (30 flat reduction), 49 light (78 total damage).
Catlan deactivates Striking Stance.
Talent Infusion: Wild is ready to use.
Chronolith Twin's light area effect hits Catlan for 29 physical, 39 light (69 total damage).
Catlan uses Tumble.
Catlan uses Infusion: Wild.
Catlan lessens the pain.
Space around you starts to dissolve...
Chronolith Twin misses Catlan.
Chronolith Clone retunes the fabric of spacetime.
Chronolith Twin's light area effect hits Catlan for 24 physical, 30 light (54 total damage).
Catlan uses Clinch.
Catlan performs a melee critical strike against Chronolith Twin!
Catlan uses Perfect Strike.
Catlan aims carefully.
Chronolith Twin is grappled!
Catlan is engaged in a grapple!
Catlan hits Chronolith Twin for (17 absorbed), 0 physical (0 total damage).
Chronolith Clone casts Temporal Bolt.
Chronolith Clone hits Catlan for 161 temporal damage.
Grappling hits Chronolith Twin for (3 absorbed), 0 physical (0 total damage).
Catlan the level 29 cornac brawler was replaced by a time clone (and no one ever knew the difference) to death by Chronolith Clone on level 4 of Temporal Rift.
Space restabilizes around you.
















































































































