









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
CN Showing Items Tier in Inventory 1.7.4This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 28 / 71% |
Size | medium |
Lifes / Deaths | Killed by Yvyldath the gigantic corrosive tunneler at level 19 on the 46th Regrowth 123rd year of Ascendancy at 21:25 / 2Killed by Glorerialle the elven tempest at level 28 on the 9th Flare 123rd year of Ascendancy at 00:39 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 12 (base 10) |
Constitution | 41 (base 24) |
Magic | 65 (base 53) |
Willpower | 16 (base 10) |
Cunning | 57 (base 49) |
Resources
Life | -355/554 |
Insanity | 11/100 |
Paradox | 301 |
Healing Factor | 1.3481403954778 |
Regeneration | 16.514719844603 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -3.1086244689504E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 32 |
Accuracy | 31 |
Crit Chance | 25% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Light | +9% |
Temporal | 0% |
Mind | +9% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Physical | +7% |
Defense: Base
Armour (hardiness) | 62.090810149857 (85.65183292883%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 32 |
Mental Save | 23 |
Defense: Resistances
Acid | + 18%( 70%) |
Blight | + 19%( 70%) |
Cold | + 34%( 70%) |
All | + 13%( 70%) |
Lightning | + 35%( 70%) |
Light | + 29%( 70%) |
Temporal | + 16%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 25%( 70%) |
Fire | + 16%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 47% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Pinning Resistance | 50% |
Poison Resistance | 65% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 26% for 2 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 603% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 590% 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 Cunning stat. |
Class Talents
Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Madness | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Chronophage | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Demented / Void | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Revelation |
talent | Twofold Curse |
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 Emelogavea the skeleton warrior. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 skeleton mage skull. * You've found the needed wretchling eyeball. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of fire wyrm saliva. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Con +4 Wil offense ------ Mindpower +7 (+4 eff.) Ignore resists +7% physical defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +6% acid +6% light +6% darkness Spell save +15 (+7 eff.) Silence Resist +20% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 6 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +42.00 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] Nature While equipped: Stats +6 Lck +4 Con offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Physical Power +5 (+3 eff.) Accuracy +10 (+5 eff.) defense ------ Armor +3 Defense +15 (+5 eff.) Fatigue +5% Unlife -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature While equipped: offense ------ Damage +12% cold +9% light +3% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +3 Resistance +6% light +7% blight +24% cold +8% nature +3% all Life +49.00 Life Regen +8.00 Healmod +12% Poison Resist +15% Disease Resist +16% other ------- Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +4.00 Stun Resist +25% Rings make your fingers look great! |
Around 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. |
In main hand | ![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Spell Crit +16% Spellpower +15 (+5 eff.) Damage +30% darkness +9% mind Accuracy +25 (+11 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Unlife -40.00 life other ------- Stamina/turn +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +3 Cun defense ------ Armor +6 Fatigue +3% Resistance +6% light +8% darkness +3% fire +3% mind +12% nature other ------- Hate-on-crit +1.00 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 76.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 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 39.09 to 117.26 lightning damage (78.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +1.0% defense ------ Armor +2 Defense +7 (+2 eff.) Resistance +3% temporal Physical save +5 (+2 eff.) Unlife -60.00 life 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 [Ego] Nature/Master While equipped: defense ------ Resistance +10% lightning Stun Resist +22% other ------- Masteries +0.10 Demented/Madness Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -240 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 481 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% 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 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% 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 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 283 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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 [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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 [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +16% mind Healmod +16% Cut Resist +80% Confus Resist +34% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag defense ------ Fatigue -4% Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Str defense ------ Fatigue -4% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +1 Con offense ------ Physical Power +7 (+4 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) Ignore resists +10% blight Ignore Armor +3 When Hit 6 arcane defense ------ Armor +4 other ------- Vim-on-crit +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +1 Mag +3 Cun +5 Con offense ------ Accuracy +9 (+4 eff.) Ignore Armor +9 defense ------ Defense +10 (+3 eff.) Resistance +6% nature +3% temporal other ------- Infravision +2 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 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 T1 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +22% Knockbk Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +4 Dex offense ------ Accuracy +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +6 Dex offense ------ Accuracy +12 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +3 Mag offense ------ Spellpower +7 (+3 eff.) defense ------ Mind save +7 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +9 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% nature defense ------ Armor +6 Resistance +22% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag defense ------ Spell save +8 (+4 eff.) Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Nature/Psionic Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +8 cold +10 nature +10 darkness Damage Against +7% Living On-crit, radius 2 +8 cold While equipped: Stats +10 Con +10 Wil defense ------ Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Life +45.00 other ------- EQ when Hit +0.16 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 159% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Blunt and deadly. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master 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 +13% Critical power +15.00% Spellpower +9 (+3 eff.) Damage +20% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Resistance +3% acid +15% blight Physical save +12 (+6 eff.) Life Regen +4.00 Disarm Resist +20% Teleport Resist +20% 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 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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Spell Crit +2% Critical power +10.00% Spellpower +9 (+3 eff.) Damage +19% darkness +6% physical Ignore resists +10% darkness +5% physical other ------- Mana/turn +0.10 Max mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +25 cold One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Disrupt Weapon Damage 123% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Deals 51 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +5 Con offense ------ Mind Crit +5% Mindpower +7 (+4 eff.) Ignore resists +25% acid defense ------ Resistance +15% acid Mind save +10 (+5 eff.) other ------- Max psi +20.00 Light +3 A belt that goes around your 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. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Con offense ------ Critical power +5.00% Damage +3% physical When Hit 2 light defense ------ Defense +6 (+2 eff.) Physical save +7 (+3 eff.) other ------- Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +2 Wil +1 Cun defense ------ Defense +2 (+1 eff.) Mind save +5 (+2 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 feet armor [Rare] Master While equipped: Stats +2 Cun +5 Con offense ------ Physical Crit +1.0% Physical Power +15 (+8 eff.) defense ------ Armor +1 Defense +10 (+3 eff.) Physical save +10 (+5 eff.) Mind save +10 (+5 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Dex +4 Wil +1 Con defense ------ Armor +1 Fatigue -4% Crit Resistance 5.00% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Infravision +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+4 eff.) On-Hit 8 acid Damage +4% acid defense ------ Armor +2 Resistance +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +15% arcane +25% temporal When Hit 10 temporal defense ------ Armor +4 Fatigue +4% Resistance +5% arcane +14% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Cun +2 Con defense ------ Armor +3 Fatigue +3% Resistance +6% mind Physical save +11 (+5 eff.) other ------- Light +2 A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +20% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +6% physical +5% arcane +6% fire 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 101.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 101.13 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 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. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% cold Ignore resists +20% light On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +12% acid other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 235 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Con offense ------ Damage +12% darkness Accuracy +20 (+9 eff.) When Hit 10 fire defense ------ Resistance +9% fire Physical save +6 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 234 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 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. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +4 Wil offense ------ Mindpower +10 (+5 eff.) When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Mind save +3 (+1 eff.) Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Unhinged the Cornac Cultist of Entropy level 14
34th Haze 122nd year of Ascendancy at 00:59 see stats
By Unhinged the Cornac Cultist of Entropy level 19
47th Regrowth 123rd year of Ascendancy at 03:20 see stats
By Unhinged the Cornac Cultist of Entropy level 23
38th Pyre 123rd year of Ascendancy at 08:21 see stats
By Unhinged the Cornac Cultist of Entropy level 27
10th Mirth 123rd year of Ascendancy at 11:15 see stats
By Unhinged the Cornac Cultist of Entropy level 10
74th Dusk 122nd year of Ascendancy at 09:08 see stats
By Unhinged the Cornac Cultist of Entropy level 20
50th Regrowth 123rd year of Ascendancy at 19:47 see stats
By Unhinged the Cornac Cultist of Entropy level 19
2nd Regrowth 123rd year of Ascendancy at 11:03 see stats
By Unhinged the Cornac Cultist of Entropy level 19
46th Regrowth 123rd year of Ascendancy at 21:23 see stats
By Unhinged the Cornac Cultist of Entropy level 10
76th Dusk 122nd year of Ascendancy at 03:30 see stats
By Unhinged the Cornac Cultist of Entropy level 10
79th Dusk 122nd year of Ascendancy at 07:48 see stats
By Unhinged the Cornac Cultist of Entropy level 22
29th Pyre 123rd year of Ascendancy at 19:36 see stats
By Unhinged the Cornac Cultist of Entropy level 20
53rd Regrowth 123rd year of Ascendancy at 13:47 see stats
By Unhinged the Cornac Cultist of Entropy level 19
46th Regrowth 123rd year of Ascendancy at 21:25 see stats
Log
The fabric of spacetime around Glorerialle the elven tempest has returned to normal.
Thunderstorm hits Hallucination for 13 lightning damage.
Thunderstorm hits Unhinged for 0 lightning damage.
Dark Whispers from Unhinged hits Glorerialle the elven tempest for (19 to time), 0 darkness (0 total damage).
Nihil from Unhinged hits Glorerialle the elven tempest for (5 to time), 0 temporal (0 total damage).
Glorerialle the elven tempest casts Netherblast.
Glorerialle the elven tempest's spell attains critical power!
Hallucination has been cut from the timeline!
Unhinged's spell attains critical power!
Glorerialle the elven tempest is invigorated.
Sanity Warp hits Glorerialle the elven tempest for (25 to time), 0 darkness (0 total damage).
Sanity Warp hits Temporal hound for 25 darkness damage.
Glorerialle the elven tempest loses 8 health to the entropy.
Thunderstorm hits Unhinged for 0 lightning damage.
Thunderstorm hits Hallucination for 6 lightning damage.
Dark Whispers from Unhinged hits Glorerialle the elven tempest for (19 to time), 0 darkness (0 total damage).
Nihil from Unhinged hits Glorerialle the elven tempest for (5 to time), 0 temporal (0 total damage).
Unhinged is returned to normal time.
Unhinged's whispers fade.
You are no longer encumbered.
Unhinged wears (replacing Girdle of the Calm Waters): Mighty Girdle.
Glorerialle the elven tempest casts Terminus.
Unhinged regains their strength.
Hallucination is wasting away.
Glorerialle the elven tempest casts Essence Reave.
Glorerialle the elven tempest rends the essence of hallucination, restoring 0 void shards!
Glorerialle the elven tempest hits Hallucination for 71 temporal, 65 darkness (136 total damage).
Glorerialle the elven tempest hits Unhinged for 101 temporal, 246 temporal (347 total damage).
Unhinged the level 28 cornac cultist of entropy was grandfathered to death by Glorerialle the elven tempest on level 3 of Dark crypt.