











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! 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.
Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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: 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:
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: 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 25 / 76% |
Size | medium |
Lifes / Deaths | Killed by Lord of Skulls (warrior) at level 23 on the 79th Dusk 122nd year of Ascendancy at 10:48 / 2Killed by skeleton mage at level 25 on the 35th Haze 122nd year of Ascendancy at 08:07 |
Primary Stats
Strength | 18 (base 14) |
Dexterity | 13 (base 10) |
Constitution | 18 (base 13) |
Magic | 59 (base 55) |
Willpower | 21 (base 10) |
Cunning | 49 (base 45) |
Resources
Life | -253/654 |
Mana | 10/299 |
Insanity | 26/100 |
Healing Factor | 1.3111363549267 |
Regeneration | 8.9812840312478 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 37.316321645086 |
See Invisible | 37.316321645086 |
Offense: Mainhand
Damage | 27 |
Accuracy | 44 |
Crit Chance | 21% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +3% |
Temporal | +4% |
Blight | +12% |
Arcane | +6% |
Darkness | +32% |
All | 0% |
Offense: Damage Penetration
Lightning | +35% |
Cold | +5% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 12 (35.65183292883%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 1.7763568394003E-15 |
Physical Save | 30 |
Spell Save | 38 |
Mental Save | 45 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 22%( 70%) |
All | + 19%( 70%) |
Lightning | + 40%( 70%) |
Light | + 22%( 70%) |
Temporal | + 41%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 29%( 70%) |
Mind | + 30%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Disarm Resistance | 22% |
Knockback Resistance | 23% |
Confusion Resistance | 64% |
Stun Resistance | 100% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 670% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
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 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 3 of Trollmire) | failed |
You abandoned lone alchemist, to death. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved talent Stone Touch (+1 level(s)). | done |
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 gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed black mamba head. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +21% Stun Resist +24% 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] Nature While equipped: defense ------ Resistance +3% light +6% temporal Crit Resistance 5.00% Physical save +3 (+2 eff.) Unlife -80.00 life Life +43.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Ignore resists +10% lightning When Hit 4 lightning On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 36% defense ------ Armor +3 Fatigue +5% Resistance +3% temporal Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% lightning defense ------ Resistance +5% arcane Healmod +10% Blind Resist +20% Confus Resist +20% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +7 (+4 eff.) Damage +11% acid +3% light defense ------ Resistance +22% acid +6% fire +5% arcane Spell save +3 (+2 eff.) Life +24.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +23% other ------- Light +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) Ignore resists +5% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% cold Physical save +9 (+5 eff.) Spell save +10 (+4 eff.) Mind save +16 (+5 eff.) Confus Resist +23% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Spell Crit +1% Spellpower +15 (+5 eff.) Mindpower +3 (+2 eff.) Ignore resists +5% nature When Hit 4 arcane defense ------ Physical save +6 (+3 eff.) other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +11% Critical power +11.00% Physical Power +8 (+4 eff.) Spellpower +11 (+4 eff.) Damage +15% darkness Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +9 (+3 eff.) other ------- Psi when Hit +0.08 Light +2 Talents +1 Command Staff This staff offers 15% bonus to darkness damage. (included above) Illuminate: Puts all charms on 4 turn cooldown Effective talent level: 2.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 108.24 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 9 darkness 7 temporal On-Ranged-Hit 8 temporal Damage +4% temporal +6% arcane +5% darkness defense ------ Armor +6 Fatigue +3% Resistance +7% temporal +6% darkness +6% fire Life Regen +4.00 Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +5 arcane On Hit: 20% Moonlight Ray level 3 On Hit: * 6% chance to reduce damage dealt by 17% * 10% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +9% blight +13% darkness +13% mind +11% all Physical save +11 (+6 eff.) Spell save +10 (+4 eff.) Mind save +20 (+6 eff.) Life +46.00 Life Regen +2.60 Healmod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +11% temporal Mind save +6 (+2 eff.) Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Wil offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Resistance +26% lightning +3% blight Stun Resist +42% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 18 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 17%, your defense is increased by 17 and all your resistances by 17%. 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: 10 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 Constitution 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 107.89 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 Willpower 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: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 81.70 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 Constitution 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 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +4 Wil +5 Cun +6 Con offense ------ Mind Crit +2% Physical Power +7 (+4 eff.) Mindpower +5 (+3 eff.) Accuracy +5 (+2 eff.) defense ------ Mind save +8 (+2 eff.) other ------- Max hate +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Damage +11% lightning defense ------ Armor +8 Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +12 (+5 eff.) other ------- Max stamina +14.00 Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +8 (+4 eff.) Spellpower +13 (+5 eff.) Damage +15% fire Accuracy +9 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Defense +20 (+10 eff.) Physical save +15 (+8 eff.) other ------- EQ when Hit +0.08 Psi when Hit +0.16 Talents +1 Command Staff This staff offers 15% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Critical power +12.00% Spellpower +10 (+4 eff.) Damage +15% temporal other ------- Talents +1 Command Staff This staff offers 15% bonus to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 28.0 - 42.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 89 acid damage (1/turn) While equipped: offense ------ Damage +12% acid Ignore resists +7% acid Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Nature Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 89 fire damage (1/turn) While equipped: Stats +7 Str +5 Dex +8 Mag +9 Wil +7 Cun +6 Con offense ------ Mind Crit +3% Spellpower +10 (+4 eff.) Damage +3% mind +9% fire Ignore resists +5% mind +7% fire other ------- Hate-on-crit +3.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Nature/Disrupt Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 nature On Hit: * 9% chance to slow global speed by 47% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +4 cold While equipped: Stats +6 Con +6 Wil offense ------ Damage +6% cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 21 defense ------ Resistance +9% blight Spell save +6 (+3 eff.) Life +10.00 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 15.5 - 21.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature On-Hit, radius 1 +8 lightning +4 fire On-crit, radius 2 +12 fire While equipped: Stats +2 Str +6 Wil +6 Con offense ------ Damage +6% physical Accuracy +9 (+3 eff.) defense ------ Resistance +3% fire Life +14.00 One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 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 Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str 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 11 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 152.09 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] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex 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 (+7 eff.) Physical save +15 (+8 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. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +7 acid While equipped: offense ------ Mindpower +30 (+13 eff.) Damage +10% acid On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +6 (+2 eff.) other ------- Psi when Hit +0.20 Hate-on-crit +3.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T1 sling 1H weapon Reqs Shoot [Ego] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +2 Con other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 62 life over 5 turns Puts all charms on 11 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +6% blight +9% all Life +40.00 Life Regen +2.60 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +6 Con offense ------ Damage +14% nature defense ------ Resistance +8% blight +11% all Life +51.00 Life Regen +2.00 Healmod +11% Poison Resist +29% Disease Resist +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +3 Wil +4 Cun defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% light +13% darkness Life +34.00 A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% acid Life Regen +2.70 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Mindpower +5 (+3 eff.) Damage +9% mind When Hit 6 light defense ------ Resistance +6% light +3% nature Stealth +6 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck offense ------ Damage +21% acid Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Resistance +6% acid +9% darkness Stealth +5 other ------- Disarm Traps +9 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% cold Ignore resists +10% temporal When Hit 8 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+0 eff.) Resistance +6% acid +6% temporal +6% cold +15% fire +6% lightning Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% 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 cloak armor [Rare] Master While equipped: Stats +6 Dex offense ------ Accuracy +5 (+2 eff.) When Hit 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 26 defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +5% arcane +12% cold Unlife -20.00 life other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Critical power +5.00% When Hit 4 light defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +3% light +12% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mind Crit +1% defense ------ Defense +1 (+0 eff.) Crit Resistance 10.00% Mind save +6 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mindpower +15 (+8 eff.) Damage +3% mind Ignore resists +15% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 26 defense ------ Armor +3 Resistance +9% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Critical power +15.00% Damage +6% physical Ignore resists +15% physical defense ------ Armor +5 Defense +15 (+7 eff.) Fatigue +2% Physical save +12 (+6 eff.) Mind save +11 (+3 eff.) Unlife -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% darkness +15% temporal defense ------ Armor +5 Fatigue +2% Resistance +6% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +5 (+1 eff.) Disarm Resist +21% Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane On Hit: 10% Perfect Control level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+3 eff.) Accuracy +8 (+3 eff.) Ignore Armor +7 When Hit: * 21 arcane resource burn defense ------ Armor +2 Resistance +5% blight Spell save +22 (+8 eff.) Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to reduce armor by 36% * 10% chance to slow global speed by 47% * 15 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ On-Hit 5 darkness Damage +5% darkness defense ------ Armor +2 Resistance +8% light +13% darkness other ------- Infravision +1 Unarmed combat: Weapon Damage 18.0 - 19.8 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-crit, radius 2 +25 light +15 darkness On Hit: 20% Moonlight Ray level 3 On Hit: * 9% chance to reduce damage dealt by 17% Starfall: Puts all charms on 11 turn cooldown Effective talent level: 1.0 Power cost 11 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 82.97 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +21 (+10 eff.) Resistance +16% lightning +3% fire Physical save +3 (+2 eff.) Unlife -20.00 life other ------- Max stamina +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Wil offense ------ Spellpower +25 (+8 eff.) Ignore resists +25% blight On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Fatigue +1% Resistance +6% blight Mind save +7 (+2 eff.) other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +23% fire defense ------ Defense +1 (+0 eff.) Resistance +22% fire Physical save +12 (+6 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +1% Resistance +5% cold +9% temporal +6% fire Spell save +3 (+2 eff.) Life Regen +2.00 Cut Resist +10% other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +5% light Accuracy +5 (+2 eff.) When Hit 2 cold defense ------ Armor +3 Fatigue +1% Physical save +6 (+3 eff.) Unlife -80.00 life A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: offense ------ Ignore resists +5% blight Ignore Shields +30% defense ------ Armor +4 Fatigue +4% Resistance +15% fire +8% nature +18% cold Spell save +5 (+2 eff.) Life +60.00 Healmod +13% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 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 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 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 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 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 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 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Fatigue -5% Resistance +3% cold +6% light +6% nature other ------- Max psi +10.00 Light +1 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 111 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 [Rare] Psionic While equipped: offense ------ Physical Crit +3.0% Accuracy +10 (+3 eff.) Ignore Armor +3 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 other ------- Max stamina +10.00 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 14 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Resistance +6% acid +3% physical Crit Resistance 15.00% Unlife -60.00 life Disease Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (194 total damage) Puts all charms on 9 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Athlicon the Cornac Writhing One level 21
74th Dusk 122nd year of Ascendancy at 06:01 see stats
By Athlicon the Cornac Writhing One level 21
58th Dusk 122nd year of Ascendancy at 20:10 see stats
By Athlicon the Cornac Writhing One level 25
35th Haze 122nd year of Ascendancy at 07:42 see stats
By Athlicon the Cornac Writhing One level 10
1st Mirth 122nd year of Ascendancy at 15:18 see stats
By Athlicon the Cornac Writhing One level 20
22nd Dusk 122nd year of Ascendancy at 20:00 see stats
By Athlicon the Cornac Writhing One level 15
5th Dusk 122nd year of Ascendancy at 13:52 see stats
By Athlicon the Cornac Writhing One level 23
79th Dusk 122nd year of Ascendancy at 10:48 see stats
By Athlicon the Cornac Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 06:36 see stats
By Athlicon the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 18:42 see stats
By Athlicon the Cornac Writhing One level 25
34th Haze 122nd year of Ascendancy at 13:16 see stats
By Athlicon the Cornac Writhing One level 18
20th Dusk 122nd year of Ascendancy at 09:31 see stats
By Athlicon the Cornac Writhing One level 23
79th Dusk 122nd year of Ascendancy at 10:48 see stats
Log
You are unable to move!
Deep Wound from Velydamina the skeleton master archer hits Athlicon for 12 physical damage.
Bleeding from Velydamina the skeleton master archer hits Athlicon for 8 physical damage.
Something hits Athlicon for 32 darkness damage.
Athlicon slows down.
Something hits Athlicon for 58 physical damage.
Something hits Athlicon for 55 physical damage.
Talent Constrict is ready to use.
Deep Wound from Velydamina the skeleton master archer hits Athlicon for 12 physical damage.
Bleeding from Velydamina the skeleton master archer hits Athlicon for 8 physical damage.
Something hits Athlicon for 32 darkness, 48 darkness (80 total damage).
Athlicon stops bleeding.
Deep Wound from Velydamina the skeleton master archer hits Athlicon for 12 physical damage.
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Athlicon shrugs off Something's 'Harassed'!
Mechanical Arms hits Athlicon for 6 mind damage.
Something hits Athlicon for 32 darkness damage.
Melee retaliation hits Athlicon for 1 acid, 1 acid (2 total damage).
Athlicon is no longer pinned.
Athlicon feels pain again.
Athlicon is no longer out of phase.
Talent Shed Skin is ready to use.
Something hits Athlicon for 14 healing, 85 fire (85 total damage) [14 healing].
Deep Wound from Velydamina the skeleton master archer hits Athlicon for 12 physical damage.
Athlicon the level 25 cornac writhing one was boiled to death by a skeleton mage on level 2 of Daikara.