











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 Roguelike |
Sex | Male |
Race | Halfling |
Class | Rogue |
Level / Exp | 29 / 16% |
Size | small |
Lifes / Deaths | Killed by Silulrann the skeleton magus at level 29 on the 48th Pyre 123rd year of Ascendancy at 18:06 / 2Killed by Silulrann the skeleton magus at level 29 on the 48th Pyre 123rd year of Ascendancy at 18:23 |
Primary Stats
Strength | 13 (base 13) |
Dexterity | 76 (base 56) |
Constitution | 13 (base 10) |
Magic | 10 (base 10) |
Willpower | 14 (base 10) |
Cunning | 88 (base 60) |
Resources
Life | -161/809 |
Stamina | 113/194 |
Psi | 104/104 |
Healing Factor | 1.0283363011315 |
Regeneration | 3.3420929786774 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 7 |
See Stealth | 47.301902753607 |
See Invisible | 55.301902753607 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 14 |
Accuracy | 62 |
Crit Chance | 40% |
APR | 9 |
Speed | 0.91 |
Offense: Offhand
Damage | 42 |
Accuracy | 62 |
Crit Chance | 44% |
APR | 14 |
Speed | 0.91 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 26% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Arcane | +3% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Cold | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 22 (38.594633868923%) |
Defense | 63 |
Ranged Defense | 63 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 9 |
Mental Save | 38 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 9%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 43%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 24%( 70%) |
Physical | + 3%( 70%) |
Darkness | + 12%( 70%) |
Fire | + 25%( 70%) |
Mind | + 6%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Bleed Resistance | 10% |
Confusion Resistance | 46% |
Disarm Resistance | 55% |
Stun Resistance | 46% |
Instadeath Resistance | 100% |
Blind Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 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 5 turns. While Heroism is active, you will only die when reaching -526 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1052 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 20 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 231 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 771% 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 Constitution stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Layokira the large brown snake. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | 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 |
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 the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit has completed an elixir of explosive force without your aid. 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 warg claw. * '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 green worm. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +22% Confus Resist +26% Stun Resist +20% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness +10% cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +12% cold Life +44.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% darkness +13% cold Unlife -40.00 life Life +20.00 Disease Resist +10% Confus Resist +20% other ------- Breathe water A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +1 Cun offense ------ Accuracy +9 (+2 eff.) defense ------ Armor +2 Resistance +9% darkness other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Dex offense ------ Damage +12% light Accuracy +9 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +16% acid +24% light +25% fire +18% cold +6% mind +12% lightning Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Cun +4 Dex offense ------ Move Speed +12% Accuracy +13 (+3 eff.) When Hit 2 fire defense ------ Defense +8 (+2 eff.) Resistance +9% blight +5% arcane Life Regen +3.00 Stun Resist +26% Blinding Speed: Puts all charms on 33 cooldown Effective talent level: 2.6 Power cost 33 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 27% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +18% other ------- Infravision +4 Sight +2 See Invis +8 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 temporal While equipped: Stats +2 Con offense ------ Physical Power +21 (+10 eff.) Ignore resists +5% physical Accuracy +10 (+2 eff.) defense ------ Physical save +6 (+5 eff.) Life +60.00 Disarm Resist +32% Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego+] Nature/Master While equipped: Stats +6 Cun +4 Wil offense ------ Against +18% Summoned defense ------ Resist Against +21% Summoned Life +41.00 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Master Weapon Damage 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex offense ------ Physical Crit +9.0% Combat Speed +10% Damage +3% arcane Accuracy +17 (+4 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Defense +5 (+1 eff.) Resistance +5% arcane Disarm Resist +23% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +3% fire defense ------ Defense +1 (+0 eff.) Resistance +3% physical Mind save +3 (+2 eff.) Unlife -40.00 life Life +32.00 Cut Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego++] Master/Psionic While equipped: Stats +7 Cun +4 Dex defense ------ Armor +16 Defense +20 (+5 eff.) Fatigue +8% Mind save +18 (+7 eff.) A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Con offense ------ Physical Power +10 (+5 eff.) Damage +3% physical Ignore resists +25% cold defense ------ Resistance +3% darkness Physical save +6 (+5 eff.) Spell save +9 (+9 eff.) Life +37.00 Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +15% light defense ------ Armor +10 Resistance +9% temporal +6% cold +5% arcane +15% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +12% cold +12% nature +3% mind Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Damage +15% mind defense ------ Spell save +12 (+11 eff.) Unlife -80.00 life Life Regen +4.00 Disarm Resist +10% Confus Resist +20% other ------- Max stamina +21.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +7 (+7 eff.) defense ------ Life Regen +3.00 Stun Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Damage +6% mind Accuracy +8 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Defense +9 (+2 eff.) Resistance +3% blight +9% fire +9% nature Physical save +7 (+6 eff.) Spell save +8 (+8 eff.) Mind save +14 (+5 eff.) Confus Resist +21% Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. 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 159% 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. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +8 Mag +8 Wil +3 Cun +3 Con offense ------ Spellpower +6 (+6 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. 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 159% 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. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% cold defense ------ Fatigue -6% Resistance +24% cold other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +8 (+2 eff.) Fatigue -5% other ------- Encumbrance +28 Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. 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 159% 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. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +2 Wil offense ------ Critical power +10.00% defense ------ Mind save +8 (+3 eff.) Confus Resist +23% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str offense ------ Damage +12% darkness defense ------ Armor +8 Resistance +24% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Blind Resist +28% other ------- Infravision +4 See Stealth +9 See Invis +6 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +2 Con offense ------ Physical Power +30 (+14 eff.) defense ------ Resistance +6% acid Healmod +20% Disarm Resist +20% Knockbk Resist +20% Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: defense ------ Defense +25 (+6 eff.) Resistance +9% light Crit Resistance 10.00% Mind save +9 (+4 eff.) Life +40.00 Disarm Resist +20% Teleport Resist +10% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 temporal While equipped: Stats +1 Dex offense ------ Damage +3% lightning defense ------ Resistance +6% temporal Crit Resistance 5.00% other ------- Infravision +3 Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 26.5 - 34.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +5 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +12% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 24.0 - 36.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +4% Damage +9% mind Accuracy +9 (+2 eff.) When Hit 2 blight defense ------ Defense +8 (+2 eff.) Resistance +12% blight Disarm Resist +26% other ------- Max psi +40.00 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Nature/Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Con +8 Wil offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +8 (+2 eff.) Life +63.00 Disarm Resist +25% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 16 arcane resource burn While equipped: Stats +2 Wil offense ------ Critical power +30.00% defense ------ Physical save +15 (+10 eff.) other ------- Hate-on-crit +3.00 Max stamina +30.00 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Wil +2 Cun +3 Con offense ------ Physical Crit +2.0% Mind Crit +3% Mindpower +6 (+3 eff.) Damage +7% lightning +12% physical +14% nature +6% cold Ignore resists +6% physical Accuracy +5 (+1 eff.) defense ------ Armor +8 Defense +23 (+6 eff.) Resistance +5% blight +7% physical Disease Resist +16% Pinning Resist +23% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +3.5% Attack Speed 100% On-Hit, radius 1 +16 physical While equipped: Stats +2 Dex +4 Con offense ------ Combat Speed +10% Accuracy +6 (+1 eff.) defense ------ Unlife -20.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Phasing +30% While equipped: Stats +2 Dex offense ------ Spellpower/crit +10 Accuracy +8 (+2 eff.) When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Defense +8 (+2 eff.) Crit Resistance 15.00% Disarm Resist +26% other ------- Mana-on-crit +2.00 One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Dex +7 Wil +4 Cun offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +5 (+2 eff.) Mindpower +5 (+3 eff.) Damage +6% mind When Hit 6 mind defense ------ Physical save +22 (+13 eff.) Spell save +13 (+12 eff.) Mind save +12 (+5 eff.) other ------- Psi when Hit +0.12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Damage +9% cold Ignore resists +5% mind +5% cold defense ------ Crit Resistance 15.00% Stealth +7 other ------- Disarm Traps +6 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Ignore resists +10% blight defense ------ Resistance +5% arcane +3% mind Physical save +6 (+5 eff.) Mind save +3 (+2 eff.) Unlife -60.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag defense ------ Resistance +7% blight other ------- Mana/turn +0.22 Max mana +32.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +7 Dex offense ------ Critical power +10.00% defense ------ Defense +2 (+0 eff.) Resistance +6% mind Life +40.00 other ------- Max psi +20.00 Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +2 Defense +15 (+4 eff.) other ------- Max hate +4.00 Infravision +2 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex +2 Wil offense ------ Spell Crit +2% Critical power +15.00% Spellpower +25 (+17 eff.) Damage +6% arcane Accuracy +14 (+3 eff.) When Hit 4 mind defense ------ Armor +2 Resistance +9% mind other ------- Mana/turn +0.08 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+4 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+1 eff.) Spell save +8 (+8 eff.) Life +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +8 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +7 Defense +4 (+1 eff.) Fatigue +3% Resistance +6% acid +5% arcane +5% all Physical save +10 (+7 eff.) other ------- Max psi +20.00 Light +1 Infravision +3 See Invis +18 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +6% lightning +6% light Ignore resists +10% lightning On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +3 Fatigue +3% Resistance +28% darkness +9% light other ------- Infravision +5 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+8 eff.) Spell save +12 (+11 eff.) Mind save +12 (+5 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +15 (+7 eff.) defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +12% Resistance +21% acid +12% fire +5% arcane Silence Resist +20% A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +4 Str +3 Cun +3 Con offense ------ Damage +6% light defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning other ------- Infravision +3 A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Nature While equipped: defense ------ Armor +9 Fatigue +22% Life +28.00 Life Regen +3.00 Healmod +12% A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master/Psionic Weapon Damage 30.5 - 42.7 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +9.5% Capacity 18 On-ranged-hit +11 nature +18 physical On-Hit, radius 1 +20 mind On-crit, radius 2 +8 mind On Hit: * 10% chance to slow global speed by 48% * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 128 physical damage On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+5 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+5 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag offense ------ Spellpower +9 (+9 eff.) When Hit 13 fire defense ------ Defense +9 (+2 eff.) Resistance +5% arcane +7% fire Physical save +14 (+9 eff.) Spell save +23 (+17 eff.) Mind save +10 (+4 eff.) Healmod +15% Confus Resist +20% other ------- Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +15% lightning defense ------ Physical save +6 (+5 eff.) Spell save +9 (+9 eff.) Mind save +12 (+5 eff.) Unlife -60.00 life Blind Resist +20% Disease Resist +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% darkness defense ------ Crit Resistance 10.00% Stun Resist +10% Teleport Resist +20% other ------- Max psi +20.00 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Mag +3 Con offense ------ Spell Crit +2% Damage +3% physical Ignore Armor +2 defense ------ Defense +10 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Con defense ------ Defense +10 (+2 eff.) Resistance +12% light Life +80.00 Healmod +15% other ------- See Invis +9 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +12 Str +7 Wil offense ------ Ignore resists +15% blight defense ------ Spell save +6 (+6 eff.) other ------- Wards +3 mind +3 fire +4 darkness +3 light Talents +1 Ward Fire a magical bolt dealing 185 cold damage Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Obek the Halfling Rogue level 24
73rd Regrowth 123rd year of Ascendancy at 12:20 see stats
By Obek the Halfling Rogue level 14
59th Haze 122nd year of Ascendancy at 00:05 see stats
By Obek the Halfling Rogue level 21
18th Regrowth 123rd year of Ascendancy at 01:32 see stats
By Obek the Halfling Rogue level 10
77th Dusk 122nd year of Ascendancy at 04:29 see stats
By Obek the Halfling Rogue level 20
13rd Regrowth 123rd year of Ascendancy at 03:33 see stats
By Obek the Halfling Rogue level 23
58th Regrowth 123rd year of Ascendancy at 05:53 see stats
By Obek the Halfling Rogue level 24
71st Regrowth 123rd year of Ascendancy at 22:38 see stats
By Obek the Halfling Rogue level 20
14th Regrowth 123rd year of Ascendancy at 00:16 see stats
By Obek the Halfling Rogue level 7
71st Dusk 122nd year of Ascendancy at 22:02 see stats
By Obek the Halfling Rogue level 23
55th Regrowth 123rd year of Ascendancy at 18:38 see stats
By Obek the Halfling Rogue level 7
10th Dusk 122nd year of Ascendancy at 11:29 see stats
By Obek the Halfling Rogue level 23
55th Regrowth 123rd year of Ascendancy at 03:22 see stats
By Obek the Halfling Rogue level 23
53rd Regrowth 123rd year of Ascendancy at 20:56 see stats
By Obek the Halfling Rogue level 17
1st Decay 122nd year of Ascendancy at 21:16 see stats
By Obek the Halfling Rogue level 29
48th Pyre 123rd year of Ascendancy at 18:06 see stats
Log
Melee retaliation hits Silulrann the skeleton magus for 2 fire damage.
Silulrann the skeleton magus hits Obek for 104 physical, 29 arcane, 10 arcane (142 total damage).
Obek casts Rune: Shatter Afflictions.
Obek stops burning.
A shield forms around Obek.
Obek uses Venomous Throw.
Silulrann the skeleton magus speeds up.
Obek's Venomous Throw hits Silulrann the skeleton magus for 362 nature damage.
Silulrann the skeleton magus slows down.
Silulrann the skeleton magus misses Obek.
Obek reacts to damage from Silulrann the skeleton magus's Elemental Bolt, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Obek crumbles.
Obek tries to evade attacks.
Silulrann the skeleton magus's Elemental Bolt hits Obek for (104 reacted , -5 stam), (40 absorbed), 149 acid (149 total damage).
Silulrann the skeleton magus casts Manathrust.
Silulrann the skeleton magus's spell attains critical power!
Obek reacts to damage from Silulrann the skeleton magus, mitigating the blow!.
Silulrann the skeleton magus hits Obek for (59 reacted , -5 stam), 100 arcane (100 total damage).
Talent Stealth is ready to use.
Talent Apply Poison is ready to use.
Talent Numbing Poison is ready to use.
Talent Volatile Poison is ready to use.
Obek uses Fan of Knives.
Silulrann the skeleton magus speeds up.
Silulrann the skeleton magus casts Flame.
Silulrann the skeleton magus slows down.
Silulrann the skeleton magus hits Obek for 92 fire damage.
Obek the level 29 halfling rogue was combusted to death by Silulrann the skeleton magus on level 3 of Ruined halfling complex.