Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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: 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Higher |
Class | Shadowblade |
Level / Exp | 36 / 17% |
Size | medium |
Lifes / Deaths | Killed by Yvaleba the orc warrior at level 36 on the 51st Dusk 123rd year of Ascendancy at 01:39 / 2Killed by Yvaleba the orc warrior at level 36 on the 51st Dusk 123rd year of Ascendancy at 02:00 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 79 (base 60) |
Constitution | 27 (base 10) |
Magic | 67 (base 40) |
Willpower | 26 (base 10) |
Cunning | 79 (base 50) |
Resources
Life | -178/846 |
Mana | 315/390 |
Stamina | 223/275 |
Positive | 155/155 |
Healing Factor | 1.4586945338482 |
Regeneration | 7.2205379425486 |
Speed
Mental | +4.9960036108132E-12% |
Attack | 0% |
Movement | +25% |
Spell | +4.9960036108132E-12% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 10 |
See Stealth | 40.818748253988 |
See Invisible | 40.818748253988 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 101 |
Accuracy | 71 |
Crit Chance | 48% |
APR | 31 |
Speed | 1.00 |
Offense: Offhand
Damage | 61 |
Accuracy | 71 |
Crit Chance | 43% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 24% |
Speed | 0.99999999999995 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +19% |
Physical | +33% |
Fire | +8% |
Darkness | +15% |
Arcane | +8% |
Cold | +14% |
All | +2% |
Offense: Damage Penetration
Darkness | +9% |
Mind | +15% |
Blight | +25% |
Physical | +33% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 16 (35.65183292883%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 29 |
Mental Save | 36 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 24%( 70%) |
All | + 14%( 70%) |
Lightning | + 43%( 70%) |
Temporal | + 17%( 70%) |
Physical | + 26%( 70%) |
Mind | + 17%( 70%) |
Fire | + 30%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 47% |
Disarm Resistance | 70% |
Knockback Resistance | 33% |
Confusion Resistance | 73% |
Stun Resistance | 95% |
Pinning Resistance | 32% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. 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 111 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
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 744% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
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 failed to protect the repented thief from death by Zubetha the blade horror. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved Magic 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 Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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. | 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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed honey tree root. * You've found the needed vial of elder vampire blood. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of bone giant dust. 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 xorn fragment. * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * You've found the needed naga tongue. | 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! | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +5 Con +8 Mag offense ------ Ignore resists +25% blight defense ------ Armor +4 Fatigue +3% Silence Resist +27% Confus Resist +33% Stun Resist +35% other ------- Light +3 Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +5% arcane Unlife -40.00 life Healmod +20% Confus Resist +10% Stun Resist +10% other ------- Light +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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +10% physical Accuracy +5 (+1 eff.) Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Resistance +13% physical Crit Resistance 5.00% other ------- Infravision +2 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Accuracy +14 (+3 eff.) defense ------ Armor +2 Defense +25 (+5 eff.) Resistance +3% mind Life Regen +2.00 Confus Resist +20% Stun Resist +20% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +3 Cun +5 Wil offense ------ Damage +12% cold Ignore resists +15% cold When Hit 6 mind other ------- Psi when Hit +0.20 Max psi +50.00 Heal yourself and all friendly characters within 10 spaces for 542 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +13 Mag +4 Wil +6 Cun offense ------ Physical Power +10 (+5 eff.) Spellpower +30 (+8 eff.) Mindpower +13 (+4 eff.) defense ------ Defense +20 (+4 eff.) Resistance +3% cold +3% temporal Crit Resistance 5.00% Silence Resist +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +6 Cun +5 Con offense ------ Mindpower +8 (+3 eff.) Damage +6% fire defense ------ Resistance +6% blight +9% cold +12% fire Physical save +10 (+5 eff.) Life +24.00 Disarm Resist +37% Pinning Resist +32% Stun Resist +30% Knockbk Resist +33% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 161% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +13.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Physical Crit +4.0% Accuracy +25 (+6 eff.) When Hit 4 light defense ------ Armor +4 other ------- Max stamina +30.00 Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Mindpower +5 (+2 eff.) Damage +9% physical Ignore resists +15% mind Accuracy +5 (+1 eff.) defense ------ Armor +6 Stealth +6 other ------- Disarm Traps +6 Max hate +2.00 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: offense ------ Accuracy +11 (+2 eff.) defense ------ Defense +9 (+2 eff.) Disarm Resist +33% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Critical power +19.00% Damage +6% arcane Ignore resists +25% physical Accuracy +10 (+2 eff.) Ignore Armor +10 When Hit 4 arcane defense ------ Defense +2 (+0 eff.) Resistance +1% physical Stealth +6 Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +17% lightning +12% physical +13% darkness Ignore resists +9% darkness +8% physical On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Resistance +34% lightning +6% acid +10% blight +6% fire +6% nature +11% all Life +48.00 Life Regen +2.70 Healmod +12% other ------- Max hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 263.98 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 370.27 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 300 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (158). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +5% Spellpower +6 (+2 eff.) Damage +7% acid +6% temporal +6% fire +7% lightning +7% cold Ignore resists +20% darkness When Hit 6 temporal 4 cold defense ------ Resistance +9% cold +6% darkness +15% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+2 eff.) Blind Resist +10% Disarm Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con offense ------ Physical Power +5 (+3 eff.) Damage +3% cold Accuracy +6 (+1 eff.) defense ------ Resistance +3% physical other ------- Stamina/turn +2.00 Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% nature +3% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 29 defense ------ Resistance +6% acid +15% nature Physical save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +13 Con offense ------ Physical Power +11 (+5 eff.) defense ------ Armor +10 Defense +15 (+3 eff.) Resistance +4% physical other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 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. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +7 Wil defense ------ Mind save +14 (+6 eff.) Life Regen +6.00 Stun Resist +34% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +9 Cun offense ------ Mindpower +15 (+5 eff.) Damage +12% mind defense ------ Defense +18 (+4 eff.) Resistance +9% fire Mind save +12 (+5 eff.) Life +100.00 Healmod +20% other ------- Psi when Hit +0.16 Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Cun, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +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. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Disrupt Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +4 physical On Hit: * 13 arcane resource burn While equipped: Stats +5 Str +7 Dex +5 Mag +12 Wil +7 Cun +12 Con offense ------ Damage +3% physical defense ------ Resistance +12% nature Spell save +3 (+1 eff.) Life +32.00 other ------- Max stamina +20.00 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex, 15% Mag Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 143.50 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Cun, 20% Mag, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+1 eff.) Damage +3% darkness Ignore resists +5% mind defense ------ Resistance +15% blight +3% light Mind save +6 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Con +4 Mag offense ------ Damage +6% lightning +15% cold defense ------ Armor +7 Defense +2 (+0 eff.) Resistance +14% cold 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 T3 cloak armor [Rare] Master While equipped: offense ------ When Hit 6 acid defense ------ Armor +6 Defense +2 (+0 eff.) Resistance +3% blight +12% cold Spell save +6 (+3 eff.) Confus Resist +20% Stun Resist +20% 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: Stats +2 Str +3 Con defense ------ Armor +1 Resistance +3% acid +6% mind Silence Resist +20% Knockbk Resist +10% Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+3 eff.) Damage +9% acid +12% physical Accuracy +20 (+5 eff.) When Hit 4 physical defense ------ Armor +3 Defense +10 (+2 eff.) Fatigue +2% Resistance +7% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +4 Str +1 Dex +4 Con offense ------ On-Hit 6 cold Damage +4% cold defense ------ Armor +1 Fatigue +1% Resistance +6% cold Physical save +3 (+1 eff.) other ------- Max stamina +10.00 Unarmed combat: Weapon Damage 97% 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 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +1 Con offense ------ Physical Crit +12.0% Spell Crit +15% Mind Crit +10% Critical power +9.00% Physical Power +15 (+7 eff.) On-Hit 9 cold Damage +15% arcane +6% cold defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Max mana +40.00 Max vim +20.00 Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +18.0% Attack Speed 83% On-crit, radius 2 +10 ice On Hit: 10% Ice Breath level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Defense +2 (+0 eff.) Resistance +10% fire +9% cold A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +2.0% defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue +5% Unlife -40.00 life other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +3 Defense +15 (+3 eff.) Fatigue +5% Resistance +2% physical Physical save +11 (+5 eff.) other ------- Stamina/turn +3.00 Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 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 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. |
![]() 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. |
![]() 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 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 (+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. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 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 level 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. |
![]() 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Crit Resistance 15.00% Poison Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 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. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 30/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Critical power +15.00% Damage +15% physical Ignore resists +25% mind defense ------ Fatigue -7% Resistance +9% light Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +8 Str +6 Wil +10 Con offense ------ Physical Crit +8.0% Spell Crit +3% Mind Crit +10% Spellpower/crit +6 When Hit 10 blight other ------- See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +2 Dex offense ------ Damage +9% mind +13% fire Ignore resists +10% physical Accuracy +15 (+3 eff.) defense ------ Physical save +15 (+7 eff.) Spell save +9 (+4 eff.) Mind save +25 (+9 eff.) Life +111.00 Poison Resist +20% Silence Resist +10% Knockbk Resist +20% other ------- Max stamina +28.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +30% darkness Ignore resists +20% lightning +15% acid When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +3% lightning +9% darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 153 physical damage Puts all charms on 13 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +10 Wil offense ------ Damage +6% mind Ignore resists +5% mind defense ------ Resistance +3% fire Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 213 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 158 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 118 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +2% defense ------ Defense +25 (+5 eff.) Resistance +5% arcane +12% cold Crit Resistance 15.00% Physical save +6 (+3 eff.) Life +100.00 Stun Resist +20% other ------- Max hate +8.00 Fire a magical bolt dealing 124 fire damage Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% 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 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By mvhjgyk the Higher Shadowblade level 34
4th Dusk 123rd year of Ascendancy at 00:19 see stats
By mvhjgyk the Higher Shadowblade level 33
10th Flare 123rd year of Ascendancy at 13:02 see stats
By mvhjgyk the Higher Shadowblade level 29
39th Pyre 123rd year of Ascendancy at 10:28 see stats
By mvhjgyk the Higher Shadowblade level 29
29th Pyre 123rd year of Ascendancy at 09:34 see stats
By mvhjgyk the Higher Shadowblade level 35
17th Dusk 123rd year of Ascendancy at 18:26 see stats
By mvhjgyk the Higher Shadowblade level 16
75th Haze 122nd year of Ascendancy at 18:44 see stats
By mvhjgyk the Higher Shadowblade level 35
25th Dusk 123rd year of Ascendancy at 08:18 see stats
By mvhjgyk the Higher Shadowblade level 31
4th Flare 123rd year of Ascendancy at 00:28 see stats
By mvhjgyk the Higher Shadowblade level 22
56th Regrowth 123rd year of Ascendancy at 09:02 see stats
By mvhjgyk the Higher Shadowblade level 29
29th Pyre 123rd year of Ascendancy at 19:04 see stats
By mvhjgyk the Higher Shadowblade level 10
16th Haze 122nd year of Ascendancy at 17:08 see stats
By mvhjgyk the Higher Shadowblade level 20
4th Allure 123rd year of Ascendancy at 09:04 see stats
By mvhjgyk the Higher Shadowblade level 30
42nd Pyre 123rd year of Ascendancy at 03:09 see stats
By mvhjgyk the Higher Shadowblade level 21
38th Regrowth 123rd year of Ascendancy at 19:43 see stats
By mvhjgyk the Higher Shadowblade level 33
10th Flare 123rd year of Ascendancy at 12:04 see stats
By mvhjgyk the Higher Shadowblade level 12
22nd Haze 122nd year of Ascendancy at 05:58 see stats
By mvhjgyk the Higher Shadowblade level 3
4th Haze 122nd year of Ascendancy at 02:36 see stats
By mvhjgyk the Higher Shadowblade level 21
51st Regrowth 123rd year of Ascendancy at 11:18 see stats
By mvhjgyk the Higher Shadowblade level 22
66th Regrowth 123rd year of Ascendancy at 07:47 see stats
By mvhjgyk the Higher Shadowblade level 16
3rd Decay 122nd year of Ascendancy at 16:18 see stats
By mvhjgyk the Higher Shadowblade level 36
51st Dusk 123rd year of Ascendancy at 01:40 see stats
By mvhjgyk the Higher Shadowblade level 32
9th Flare 123rd year of Ascendancy at 01:04 see stats
Log
Thunderstorm hits mvhjgyk for 19 lightning damage.
Mvhjgyk's can be afflicted again.
--------------------------------
Mvhjgyk casts Rune: Shatter Afflictions.
Mvhjgyk is no longer tethered.
A shield forms around mvhjgyk.
Mvhjgyk uses Disengage.
Mvhjgyk is moving at extreme speed!
Mvhjgyk has been tethered!
Yvaleba the orc warrior retunes the fabric of spacetime.
Ravaging entropic rip casts Netherblast.
Ravaging entropic rip's spell attains critical power!
Xanunne the stone troll shoves Wolf aside.
Something shoves Wolf aside.
Thought-forged bowman uses Steady Shot.
Yvodhevea the orc soldier stops regenerating health quickly.
Mountain troll thunderer casts Rune: Stormshield.
Mountain troll thunderer summons a storm to protect them!
Porusera the cave troll is no longer flawed.
Forest troll misses mvhjgyk.
Mvhjgyk is affected by the glimmerstone!
Thunderstorm hits mvhjgyk for (17 absorbed), 0 lightning (0 total damage).
Thought-forged bowman's Steady Shot misses mvhjgyk.
Your shield crumbles under the damage!
The shield around mvhjgyk crumbles.
Mvhjgyk has been yanked back to the tether!
Yvaleba the orc warrior roars triumphantly.
Yvaleba the orc warrior's spatial tether hits mvhjgyk for (93 absorbed), 0 temporal, (1 absorbed), 100 physical, 93 temporal, 101 physical (295 total damage).
mvhjgyk the level 36 higher shadowblade was splattered to death by Yvaleba the orc warrior on level 2 of Lost Dwarven Kingdom of Reknor.