











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. 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: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Reaver |
Level / Exp | 20 / 59% |
Size | medium |
Lifes / Deaths | Killed by Xanemiwyn the skeleton mage at level 10 on the 4th Flare 122nd year of Ascendancy at 01:55 0 / 6Killed by ritch flamespitter at level 16 on the 55th Dusk 122nd year of Ascendancy at 09:14 Killed by Poriwyn the midge swarm at level 17 on the 25th Haze 122nd year of Ascendancy at 07:37 Killed by ritch flamespitter at level 19 on the 37th Haze 122nd year of Ascendancy at 10:44 Killed by corrupted sand-drake at level 20 on the 38th Haze 122nd year of Ascendancy at 22:23 Killed by corrupted sand-drake at level 20 on the 40th Haze 122nd year of Ascendancy at 12:34 |
Primary Stats
Strength | 28 (base 27) |
Dexterity | 29 (base 11) |
Constitution | 13 (base 10) |
Magic | 58 (base 48) |
Willpower | 17 (base 10) |
Cunning | 33 (base 23) |
Resources
Life | 0/419 |
Positive | 67/107 |
Vim | 59/293 |
Healing Factor | 1.1383363011315 |
Regeneration | 10.871111675806 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +24% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 34 |
Accuracy | 49 |
Crit Chance | 28% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 49 |
Crit Chance | 37% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Crit. mult. | +185% |
Acid | +12% |
Nature | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +10% |
Cold | +9% |
Blight | +20% |
Physical | +7% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 51.08934837382 (81.151787968034%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 28 |
Physical Save | 46 |
Spell Save | 33 |
Mental Save | 21 |
Defense: Resistances
Acid | + 7%( 70%) |
Blight | + 22%( 70%) |
Physical | + 7%( 70%) |
Cold | + 7%( 70%) |
All | + 7%( 70%) |
Lightning | + 23%( 70%) |
Temporal | + 29%( 70%) |
Crit. shrug | +5% |
Darkness | + 15%( 70%) |
Fire | + 42%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Disarm Resistance | 53% |
Confusion Resistance | 12% |
Knockback Resistance | 21% |
Stun Resistance | 21% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 235 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 517% 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 Strength stat. |
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 96 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)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 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Critical power +10.00% Ignore resists +20% blight Ignore Armor +2 defense ------ Armor +3 Fatigue +2% Resistance +3% blight Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 92% 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. 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 [Ego+] Master While equipped: defense ------ Blind Resist +22% Confus Resist +12% other ------- Light +7 See Stealth +5 See Invisibility +5 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. 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 | ![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +16 Defense +10 (+5 eff.) Fatigue +4% Resistance +5% lightning +9% temporal +3% darkness +3% fire +7% all Physical save +14 (+4 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex +3 Con offense ------ Ignore resists +5% fire Accuracy +10 (+4 eff.) defense ------ Armor +2 Physical save +35 (+11 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +28% other ------- Stamina/turn +2.00 Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +11 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ When Hit 10 mind On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Resistance +9% fire +3% darkness +3% temporal Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 17% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex defense ------ Armor +6 Physical save +12 (+4 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +4 Defense +5 (+3 eff.) Resistance +3% darkness +12% temporal Physical save +3 (+1 eff.) Spell save +9 (+5 eff.) Life Regen +2.00 Pinning Resist +23% Knockbk Resist +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 light On-crit, radius 2 +11 lightning +9 cold +8 light While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +5.00% Mindpower +15 (+7 eff.) Move Speed +24% Ignore resists +10% lightning +9% cold +7% physical Accuracy +15 (+5 eff.) Ignore Armor +7 defense ------ Defense +7 (+4 eff.) Disarm Resist +25% Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Dex offense ------ Physical Crit +8.0% Mind Crit +8% Damage +6% nature +12% acid On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% lightning A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +7% Spellpower/crit +10 defense ------ Defense +2 (+1 eff.) Spell save +7 (+4 eff.) other ------- Max mana +46.00 Max vim +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Armor +9 Fatigue +22% Resistance +6% lightning +16% fire +3% nature +3% blight Life +26.00 Life Regen +5.30 Healmod +11% other ------- Stamina/turn +0.50 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 109.31 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 Strength 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 [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.00 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. 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: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1204% for 10 turns (0 total) and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 36 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 88 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +4 Dex +3 Wil +4 Cun +2 Con offense ------ Mindpower +6 (+3 eff.) Ignore resists +5% lightning defense ------ Mind save +8 (+4 eff.) Confus Resist +16% other ------- Masteries +0.10 Corruption/Reaving combat +0.10 Corruption/Curses Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% defense ------ Armor +2 Defense +5 (+3 eff.) Mind save +5 (+3 eff.) Unlife -20.00 life Confus Resist +22% Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +7 Mag +5 Con offense ------ Spell Crit +11% Critical power +12.00% Spellpower +17 (+6 eff.) Damage +24% fire defense ------ Life Regen +1.00 Healmod +12% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Disrupt Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 10 arcane resource burn Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Cun +3 Con offense ------ Accuracy +6 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Defense +6 (+3 eff.) Resistance +6% darkness +3% blight Disarm Resist +22% Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 darkness +5 nature Damage Against +5% Living On-Hit, radius 1 +8 blight +8 lightning On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% defense ------ Resistance +3% lightning One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 blight On Hit: * 11% chance to reduce strength, dexterity, and constitution by 21 While equipped: offense ------ Ignore resists +5% fire +7% physical Accuracy +13 (+5 eff.) Ignore Armor +6 When Hit 4 fire defense ------ Defense +6 (+3 eff.) Resistance +5% arcane Disarm Resist +24% One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Disrupt Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: defense ------ Resistance +8% acid +8% lightning +10% cold +9% fire +2% all Spell save +9 (+5 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +8.00% Mindpower +4 (+2 eff.) 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 T2 mindstar 1H weapon [Ego++] Nature Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +7.0% Attack Speed 100% On Hit: * 5% chance to slow global speed by 46% * 6% chance to reduce armor by 31% While equipped: Stats +1 Str +1 Dex +2 Mag +2 Wil +1 Cun +2 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 4 lightning Damage +7% lightning Ignore resists +8% lightning defense ------ Resistance +6% lightning other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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 T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +18.00 Life Regen +0.80 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. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-crit, radius 2 +8 acid +29 nature While equipped: Stats +11 Wil +5 Cun +12 Con offense ------ Physical Crit +5.0% Mindpower +15 (+7 eff.) Ignore resists +11% acid +12% nature +10% arcane Accuracy +12 (+4 eff.) Ignore Armor +11 defense ------ Life +35.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 cold While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +8% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 46 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 9 cold When Hit 3 ice defense ------ Armor +4 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +4 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Damage +9% nature +13% fire defense ------ Resistance +9% all +19% fire Poison Resist +23% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +4 Con offense ------ Physical Power +5 (+2 eff.) Damage +28% acid +11% nature Ignore Armor +2 defense ------ Armor +8 Resistance +41% acid +11% all Physical save +3 (+1 eff.) Poison Resist +28% Disease Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% nature +11% blight A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +5 Dex +1 Con defense ------ Life Regen +0.60 Healmod +11% other ------- Infravision +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Power +4 (+1 eff.) Damage +6% mind defense ------ Armor +10 Resistance +6% acid Crit Resistance 15.00% Spell save +8 (+4 eff.) Poison Resist +10% other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% physical Ignore Armor +2 defense ------ Defense +1 (+1 eff.) Resistance +9% acid +3% lightning +6% blight Life +30.00 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: defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +15% cold +3% fire +2% physical Physical save +6 (+2 eff.) Mind save +3 (+2 eff.) Pinning Resist +20% Teleport 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 T5 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +1 Mag +11 Wil +5 Cun offense ------ Mind Crit +5% defense ------ Defense +3 (+2 eff.) Resistance +18% blight +13% nature +12% acid Spell save +6 (+3 eff.) Mind save +10 (+5 eff.) Life Regen +7.00 Healmod +14% 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 +1 Str offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% arcane On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +4 Defense +15 (+8 eff.) Unlife -20.00 life other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore resists +5% lightning Ignore Armor +4 defense ------ Armor +3 Resistance +5% arcane Spell save +9 (+5 eff.) Life Regen +2.00 Healmod +10% Stun Resist +20% A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 physical Damage +4% physical Accuracy +10 (+4 eff.) defense ------ Armor +7 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +2 Wil defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +3% light Stun Resist +10% Teleport Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +3% acid Physical save +3 (+1 eff.) Life +40.00 Poison Resist +10% Pinning Resist +20% 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 +7 Str +1 Mag +3 Cun offense ------ Ignore resists +10% light defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 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 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +9% physical Accuracy +25 (+9 eff.) defense ------ Resistance +2% physical Physical save +9 (+3 eff.) Healmod +11% 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) defense ------ Resistance +5% arcane +1% physical Physical save +6 (+2 eff.) Unlife -20.00 life Healmod +10% other ------- Stamina/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 90.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 90.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Mag +4 Cun offense ------ Accuracy +4 (+2 eff.) When Hit 2 cold defense ------ Crit Resistance 15.00% other ------- Infravision +3 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Con offense ------ Ignore resists +10% mind When Hit 6 mind defense ------ Resistance +3% mind Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 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 T2 totem charm [Random Unique] Nature While equipped: defense ------ Armor +6 Defense +5 (+3 eff.) Resistance +9% cold Sting an enemy dealing 180 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 12% for 2 turns. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 67 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Now the gloves come off the Shalore Reaver level 17
79th Dusk 122nd year of Ascendancy at 19:50 see stats
By Now the gloves come off the Shalore Reaver level 10
1st Flare 122nd year of Ascendancy at 11:47 see stats
By Now the gloves come off the Shalore Reaver level 20
37th Haze 122nd year of Ascendancy at 22:06 see stats
By Now the gloves come off the Shalore Reaver level 9
3rd Summertide 122nd year of Ascendancy at 18:11 see stats
By Now the gloves come off the Shalore Reaver level 16
54th Dusk 122nd year of Ascendancy at 16:00 see stats
Log
Now the gloves come off hits Corrupted sand-drake for (11 to psi shield), 16 physical, 5 light, 14 blight, (3 to psi shield), 5 physical, 14 blight, 10 fire, 14 blight (78 total damage).
Ruin hits Now the gloves come off for 6 healing, 2 healing (0 total damage) [8 healing].
Now the gloves come off is lost in despair!
Weakness Disease from Now the gloves come off hits Corrupted sand-drake for 21 blight damage.
Melee retaliation hits Corrupted sand-drake for 6 mind, 8 light (14 total damage).
Corrupted sand-drake's Beyond the Flesh hits Now the gloves come off for 35 physical, 8 darkness, 13 physical, 17 lightning (73 total damage).
Corrupted sand-drake uses Slash.
Now the gloves come off has a cursed wound!
The unstable sand tunnel collapses!
Melee retaliation hits Corrupted sand-drake for 6 mind, 8 light (14 total damage).
Corrupted sand-drake hits Now the gloves come off for (36 to bones), 0 physical, 7 mind, 13 physical, 17 lightning (37 total damage).
Now the gloves come off activates Chant of Fortitude.
Now the gloves come off overcomes the gloom
Now the gloves come off is cured!
Now the gloves come off deactivates Chant of Fortress.
Now the gloves come off casts Virulent Strike.
Corrupted sand-drake slows down.
Now the gloves come off performs a melee critical strike against Corrupted sand-drake!
Now the gloves come off steals life from Worm that walks (servant of corrupted sand-drake)!
Now the gloves come off steals life from Corrupted sand-drake!
Worm that walks (servant of corrupted sand-drake) HEALS from blight damage!
Now the gloves come off hits Worm that walks (servant of corrupted sand-drake) for 4 blight, 1 healing, 6 light, 4 blight, 1 blight, 4 blight, 1 healing, 22 fire (41 total damage) [2 healing].
Now the gloves come off hits Corrupted sand-drake for (9 to psi shield), 14 physical, 5 light, 14 blight, (5 to psi shield), 8 physical, 14 blight, 10 fire, 14 blight (78 total damage).
Ruin hits Now the gloves come off for 4 healing, 1 healing (0 total damage) [5 healing].
Now the gloves come off killed Worm that walks (servant of corrupted sand-drake)!
Weakness Disease from Now the gloves come off hits Corrupted sand-drake for 21 blight damage.
Melee retaliation hits Corrupted sand-drake for 3 mind, 8 light (11 total damage).
Corrupted sand-drake's Beyond the Flesh hits Now the gloves come off for 29 physical, 8 darkness, 15 physical (52 total damage).
Now the gloves come off the level 20 shalore reaver was crushed to death by corrupted sand-drake on level 1 of Sandworm lair.
=====================
Damage dealt
=====================
83,169 blight
56,942 physical
33,735 light
10,488 lightning
9,436 acid
8,071 fire
2,096 temporal
1,851 cold
1,453 darkness
1,137 nature
215 mind
=====================
Damage taken
=====================
10,817 physical
4,742 fire
3,643 nature
2,849 cold
2,849 acid
1,237 lightning
1,148 mind
910 darkness
733 blight
606 arcane
273 temporal
237 light