









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Archmage |
Level / Exp | 24 / 15% |
Size | medium |
Lifes / Deaths | Killed by Layytta the giant army ant at level 24 on the 30th Wealth 122nd year of Ascendancy at 20:39 / 1 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 21 (base 10) |
Magic | 71 (base 54) |
Willpower | 62 (base 49) |
Cunning | 18 (base 11) |
Resources
Life | -341/479 |
Mana | 69/521 |
Healing Factor | 1.094804467222 |
Regeneration | 0.2737011168055 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 6 |
Offense: Mainhand
Damage | 29 |
Accuracy | 6 |
Crit Chance | 6% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +31% |
Blight | +9% |
Physical | +5% |
Mind | +23% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Light | +25% |
Physical | +10% |
Mind | +10% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 27 (34%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 5 |
Physical Save | 26 |
Spell Save | 42 |
Mental Save | 31 |
Defense: Resistances
Acid | + 23%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 18%( 70%) |
All | + 9%( 70%) |
Darkness | + 23%( 70%) |
Light | + 12%( 70%) |
Physical | + 20%( 70%) |
Mind | + 14%( 70%) |
Lightning | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Confusion Resistance | 20% |
Pinning Resistance | 0% |
Knockback Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 455 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous 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 1073% for 10 turns (62 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
Class Talents
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | 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 improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +25% defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +25% light defense ------ Resistance +9% lightning +5% arcane +3% light Spell save +3 (+1 eff.) Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Wil +10 Con offense ------ Damage +12% mind Ignore resists +10% lightning defense ------ Armor +11 Fatigue +3% A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mind Crit +1% Critical power +10.00% Ignore resists +5% nature Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +6 (+3 eff.) Spell save +7 (+2 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil +5 Mag offense ------ Spell Crit +6% Damage +9% blight When Hit 8 blight defense ------ Spell save +10 (+3 eff.) other ------- Mana/turn +0.08 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +15.00% Spellpower +9 (+3 eff.) Spellpower/crit +2 Damage +20% lightning +6% mind Ignore resists +10% lightning When Hit 4 mind defense ------ Armor +5 Hardiness +4% Physical save +3 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 81.05 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+8 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 35.00 to 43.75 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +3% lightning +6% mind Unlife -60.00 life Life +32.00 other ------- Max stamina +30.00 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 [Unique] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 darkness, 5 blight, 4 cold, 3 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 3 turns. 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 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 222 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil defense ------ Armor +4 Resistance +3% mind +12% temporal Healmod +5% Cut Resist +20% Pinning Resist +20% Knockbk Resist +20% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +3 Wil offense ------ Critical power +11.00% Accuracy +6 (+6 eff.) Ignore Armor +12 defense ------ Resistance +6% nature +18% lightning Silence Resist +20% Pinning Resist +10% other ------- Max mana +40.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Cun defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% acid Ignore resists +5% mind When Hit 6 nature defense ------ Resistance +20% acid +6% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun offense ------ Damage +14% light Ignore resists +25% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +28% light +9% acid other ------- Max hate +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Cun offense ------ Damage +3% acid +11% temporal When Hit 4 arcane defense ------ Defense +4 (+4 eff.) Resistance +11% temporal Mind save +6 (+3 eff.) Confus Resist +26% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical 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 longsword 1H weapon [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight +7 light Damage Against +8% Undead On Hit: 20% Epidemic level 2 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +16% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +7 (+7 eff.) Ignore Armor +6 Sharp, long, and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +5 Con offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Damage +15% arcane On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Crit Resistance 15.00% Life Regen +0.90 Healmod +12% other ------- Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +1.0% Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +13% blight +9% arcane Ignore resists +5% blight +5% arcane When Hit 4 arcane defense ------ Unlife -40.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +9% Spellpower +12 (+4 eff.) Damage +6% light +20% lightning Ignore resists +15% acid other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +15.00% Spellpower +13 (+4 eff.) On-Hit 18 fire Damage +20% lightning Ignore resists +10% lightning other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 119% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +2% Spellpower +8 (+2 eff.) Damage +19% lightning defense ------ Defense +7 (+5 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 Power cost 6 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 115.06 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. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +12% lightning defense ------ Physical save +5 (+2 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +14% lightning defense ------ Physical save +5 (+2 eff.) Spell save +5 (+1 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 lightning +8 cold +27 nature On-Hit, radius 1 +12 nature While equipped: offense ------ Damage +18% lightning defense ------ Resistance +12% lightning One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Mind Crit +6% Mindpower +10 (+3 eff.) Damage +12% lightning Ignore resists +20% lightning defense ------ Life +43.00 other ------- Max hate +4.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Cun +3 Con offense ------ Damage +15% lightning Ignore resists +25% light defense ------ Defense +9 (+6 eff.) Stealth +7 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 ------ Accuracy +5 (+5 eff.) defense ------ Defense +10 (+7 eff.) Resistance +3% light Crit Resistance 15.00% Stealth +5 Disease Resist +10% other ------- Disarm Traps +5 Max stamina +30.00 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Cun offense ------ Damage +3% arcane defense ------ Fatigue -5% Resistance +5% arcane Crit Resistance 15.00% other ------- Encumbrance +21 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Con +1 Wil defense ------ Defense +8 (+6 eff.) Resistance +4% physical Stealth +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Wil +3 Con offense ------ Damage +3% mind Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +6% fire +6% cold other ------- Light +2 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil offense ------ Ignore resists +5% temporal When Hit 6 arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Defense +1 (+1 eff.) Resistance +3% temporal Spell save +6 (+2 eff.) other ------- Max mana +43.00 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] Nature While equipped: Stats +3 Str offense ------ Accuracy +5 (+5 eff.) defense ------ Defense +1 (+1 eff.) Resistance +6% nature +6% cold Life +32.00 other ------- Stamina/turn +1.00 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: offense ------ Ignore resists +20% lightning defense ------ Defense +7 (+5 eff.) Resistance +3% acid +15% lightning Physical save +6 (+3 eff.) 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 [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+1 eff.) Life +31.00 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 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+8 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun +6 Con offense ------ Damage +10% lightning +3% darkness defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +2 (+0 eff.) defense ------ Resistance +7% all Spell save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +1 Con offense ------ Damage +12% physical +22% fire defense ------ Resistance +3% lightning +14% physical +33% fire +6% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +15% lightning defense ------ Resistance +22% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +3 Mag offense ------ Move Speed +25% Ignore resists +5% blight On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +1 Resistance +3% blight A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% darkness defense ------ Armor +1 Fatigue -4% Resistance +3% light Physical save +5 (+2 eff.) Unlife -40.00 life Cut Resist +10% other ------- Encumbrance +22 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Mag +2 Cun +2 Con offense ------ Spellpower/crit +2 Ignore Shields +20% When Hit 6 cold defense ------ Armor +1 Physical save +11 (+5 eff.) Mind save +10 (+5 eff.) other ------- Mana/turn +0.04 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +15% light +5% cold defense ------ Armor +1 Resistance +5% lightning +7% temporal +9% cold A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Ignore resists +5% nature +10% acid On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +1 Resistance +3% light +9% cold Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 physical Damage +3% lightning +4% physical Ignore resists +20% lightning +5% acid When Hit 2 lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Armor +7 Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +5 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. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +12% mind When Hit 10 mind defense ------ Armor +6 Fatigue +3% Resistance +6% blight +12% mind Mind save +8 (+4 eff.) Life +57.00 Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 6 blight Damage +4% arcane +3% blight defense ------ Armor +1 Resistance +5% blight Unarmed combat: Weapon Damage 95% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +6 arcane +6 blight On Hit: 20% Soul Rot level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +4% arcane +4% temporal defense ------ Armor +1 Resistance +6% temporal Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +5 arcane On-crit, radius 2 +5 arcane On Hit: * 6% chance to gain 10% of a turn (3/turn limit) 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: Stats +2 Con offense ------ Damage +6% physical defense ------ Armor +1 Fatigue +1% Resistance +3% acid +3% physical other ------- Stamina/turn +1.00 Stamina when Hit +0.90 EQ when Hit +1.00 Infravision +2 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% nature Ignore resists +15% lightning +10% fire On-Hit (Melee): * 20% chance to slow global speed by 52% defense ------ Armor +3 Fatigue +3% Resistance +11% light +12% darkness +12% nature A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Cun offense ------ Mind Crit +1% Mindpower +10 (+3 eff.) Damage +3% lightning +12% arcane +6% mind defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.12 Max mana +10.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +1 Con offense ------ Physical Crit +1.0% Damage +13% lightning defense ------ Armor +4 Defense +2 (+2 eff.) Resistance +19% lightning +2% physical +9% cold Physical save +12 (+6 eff.) Life Regen +4.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +11% light defense ------ Defense +1 (+1 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +4 (+1 eff.) Damage +3% arcane defense ------ Armor +1 Fatigue +1% Resistance +3% lightning Crit Resistance 15.00% Spell save +6 (+2 eff.) Unlife -20.00 life Teleport Resist +20% A cap made of leather. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+10 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 60.82 to 182.46 lightning damage (121.64 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 114% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +83 Ignore Shields +20% While equipped: Stats +2 Str +4 Dex defense ------ Armor +14 Fatigue +8% Resistance +18% cold Physical save +12 (+6 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +15 (+9 eff.) defense ------ Defense +10 (+7 eff.) Fatigue -6% Resistance +9% acid +6% light Physical save +9 (+4 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Cun offense ------ Critical power +10.00% Ignore resists +15% mind Accuracy +4 (+4 eff.) defense ------ Defense +15 (+9 eff.) Resistance +3% darkness other ------- Max psi +10.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 107.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.52 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 158.39 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+4 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 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 T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% physical When Hit 4 fire defense ------ Resistance +5% arcane +3% darkness other ------- Max stamina +10.00 Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +1 Dex offense ------ Ignore resists +15% nature Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil defense ------ Resistance +6% light Mind save +3 (+1 eff.) other ------- Max hate +2.00 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +4 Mag +1 Con Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 404 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By AM the Drem Archmage level 24
30th Wealth 122nd year of Ascendancy at 16:05 see stats
By AM the Drem Archmage level 10
28th Voratun 122nd year of Ascendancy at 16:56 see stats
By AM the Drem Archmage level 20
43rd Profit 122nd year of Ascendancy at 15:46 see stats
By AM the Drem Archmage level 9
27th Voratun 122nd year of Ascendancy at 14:08 see stats
By AM the Drem Archmage level 12
1st Profit 122nd year of Ascendancy at 23:55 see stats
By AM the Drem Archmage level 22
15th Wealth 122nd year of Ascendancy at 21:23 see stats
By AM the Drem Archmage level 15
14th Profit 122nd year of Ascendancy at 11:19 see stats
Log
AM is disarmed!
Layytta the giant army ant hits AM for (22 absorbed), 105 physical, 13 mind (118 total damage).
Melee retaliation hits Layytta the giant army ant for 6 blight, 2 mind (8 total damage).
Deep Wound from Layytta the giant army ant hits AM for 52 physical damage.
Deadly Poison from Layytta the giant army ant hits AM for 27 nature damage.
Thunderstorm hits Layytta the giant army ant for 9 lightning damage.
Thunderstorm hits Xathra the snow giant for 9 lightning damage.
Xathra the snow giant's fire area effect hits Layytta the giant army ant for 27 fire damage.
Xathra the snow giant's fire area effect hits AM for 26 fire damage.
Layytta the giant army ant's Beyond the Flesh hits AM for 59 physical damage.
Black Blood Bleeding from AM hits Layytta the giant army ant for 14 darkness damage.
Melee retaliation hits Layytta the giant army ant for 5 blight, 1 mind (6 total damage).
AM uses From Below It Devours.
AM uses From Below It Devours.
Hungering mouth uses Call of Amakthel.
Layytta the giant army ant uses Telekinetic Smash.
Layytta the giant army ant performs a melee critical strike against AM!
Layytta the giant army ant performs a melee critical strike against AM!
AM is stunned!
Layytta the giant army ant hits AM for 181 physical, 13 mind, 190 physical (385 total damage).
Melee retaliation hits Layytta the giant army ant for 5 blight, 3 mind, 5 blight, 1 mind (14 total damage).
Poison bursts out of AM's corpse!
Hungering mouth is poisoned!
Deadly Poison from Layytta the giant army ant hits AM for 77 nature damage.
Deep Wound from Layytta the giant army ant hits AM for 30 physical damage.
AM the level 24 drem archmage was splurged to death by Layytta the giant army ant on level 4 of Daikara.
You carry too much--you are encumbered!
Drop some of your items.
The furious lightning storm around AM calms down and disappears.