











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.
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! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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! 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 | Normal Adventure |
Sex | Female |
Race | Krog |
Class | Adventurer |
Level / Exp | 35 / 20% |
Size | big |
Lifes / Deaths | Killed by cold drake at level 9 on the 5th Mirth 122nd year of Ascendancy at 13:43 4 / 3Killed by orc corruptor at level 10 on the 9th Dusk 122nd year of Ascendancy at 06:07 Killed by forest wight at level 23 on the 67th Regrowth 123rd year of Ascendancy at 06:42 |
Antimagic | Follower |
Primary Stats
Strength | 28 (base 25) |
Dexterity | 40 (base 36) |
Constitution | 33 (base 12) |
Magic | 20 (base 15) |
Willpower | 110 (base 61) |
Cunning | 41 (base 35) |
Resources
Life | 1184/1184 |
Psi | 566/566 |
Stamina | 463/463 |
Equilibrium | 30 |
Healing Factor | 1.4589294477288 |
Regeneration | 53.613067853993 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +148.78347936537% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
Offense: Mainhand
Damage | 28 |
Accuracy | 33 |
Crit Chance | 13% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.6666666666667 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Acid | +12% |
Nature | +12% |
Cold | +28% |
Mind | +9% |
Physical | +4% |
Fire | -10% |
All | 0% |
Offense: Damage Penetration
Acid | +29% |
Temporal | +11% |
Blight | +16% |
Nature | +20% |
Cold | +16% |
All | +6% |
Defense: Base
Armour (hardiness) | 26 (35.65183292883%) |
Defense | 57 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 33.6 |
Spell Save | 47.2 |
Mental Save | 56 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 70%( 70%) |
Physical | + 13%( 70%) |
Cold | + 70%( 70%) |
All | + 6%( 70%) |
Lightning | + 16%( 70%) |
Light | + 12%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 18%( 70%) |
Darkness | + 41%( 70%) |
Fire | + 12%( 70%) |
Nature | + 43%( 70%) |
Defense: Immunities
Stun Resistance | 88% |
Confusion Resistance | 39% |
Poison Resistance | 59% |
Blind Resistance | 59% |
Disarm Resistance | 20% |
Bleed Resistance | 59% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 36% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 758% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 300 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psychic Assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Pace Yourself |
talent | Beyond the Flesh |
talent | Elemental Harmony |
talent | Thermal Shield |
talent | Mitosis |
talent | Kinetic Shield |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved mental save by +12. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 169. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T4 battleaxe 1H weapon Reqs Str 35 [Random Unique] Nature/Master Weapon Damage 54.5 - 81.8 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-crit, radius 2 +26 acid +35 nature While equipped: Stats +17 Wil +19 Con offense ------ Damage +9% mind Ignore resists +23% acid +14% nature Ignore Armor +10 defense ------ Resistance +6% light +3% cold Spell save +6 (+2 eff.) Life +93.00 Massive two-handed battleaxes. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ On-Hit 13 nature Damage +12% acid +9% nature defense ------ Armor +9 Defense +5 (+1 eff.) Resistance +10% nature Physical save +3 (+2 eff.) Mind save +12 (+4 eff.) Life +114.00 Life Regen +5.00 other ------- Stamina/turn +1.20 Max stamina +26.00 Unarmed combat: Weapon Damage 35.0 - 38.5 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +15 nature On Hit: 10% Battle Shout level 5 On Hit: 10% Nightmare level 5 On Hit: 10% Venomous Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego++] Disrupt/Master While equipped: offense ------ Ignore resists +6% all Ignore Armor +7 defense ------ Resistance +3% all Spell save +6 (+2 eff.) other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +8 Wil offense ------ Mind Crit +9% Mindpower +4 (+1 eff.) Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+1 eff.) Resistance +6% temporal Physical save +10 (+4 eff.) Mind save +18 (+5 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Psi/turn +0.22 Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 4.0 Power cost 15 out of 15/15. Range 5 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 195 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 267 mind damage and silencing them for 4 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% cold On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% fire +3% physical Life +60.00 Life Regen +5.00 Healmod +10% Disarm Resist +20% Stun Resist +38% Teleport Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +4 Mag offense ------ Ignore resists +10% cold Accuracy +10 (+4 eff.) Ignore Armor +2 defense ------ Armor +4 Resistance +4% physical Physical save +3 (+2 eff.) Mind save +11 (+4 eff.) Confus Resist +39% other ------- Infravision +3 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +6% lightning +6% cold +4% physical defense ------ Defense +11 (+3 eff.) Resistance +13% mind Mind save +4 (+1 eff.) Pinning Resist +19% other ------- Psi/turn +0.40 Max psi +12.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Mag +2 Wil offense ------ Damage +3% nature defense ------ Resistance +10% lightning +9% temporal +12% darkness +18% blight +6% acid other ------- Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+2 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% blight Ignore Armor +2 When Hit 4 arcane 10 physical defense ------ Defense +2 (+0 eff.) Resistance +15% nature +16% blight Spell save +18 (+5 eff.) Life Regen +6.00 Healmod +14% other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +10 Defense +12 (+3 eff.) Fatigue +8% Resistance +8% acid +8% cold +14% nature +14% blight other ------- Breathe water A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Disrupt While equipped: defense ------ Resistance +12% nature +15% blight Blind Resist +16% Poison Resist +34% Disease Resist +31% other ------- Infravision +4 Sight +2 See Invisibility +8 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Mind Crit +4% Accuracy +8 (+4 eff.) defense ------ Resistance +5% arcane +6% cold Life +40.00 Disease Resist +20% Silence Resist +20% other ------- Max psi +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: defense ------ Fatigue -6% Resistance +21% acid +10% fire +15% lightning +10% cold other ------- Encumbrance +24 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 39.0 - 58.5 Physical Uses 72% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +14 nature +9 light Damage Against +14% Undead While equipped: defense ------ Healmod +10% Confus Resist +20% Stun Resist +20% Massive two-handed mauls. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 20.0 - 24.0 Cold Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+2 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 26.0 - 36.4 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +12 physical On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +5 Dex offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +15 (+7 eff.) Combat Speed +10% Accuracy +10 (+4 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Ignore Armor +2 defense ------ Resistance +6% blight Life +32.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +7 (+2 eff.) Physical save +6 (+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 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% darkness defense ------ Defense +22 (+6 eff.) Resistance +3% lightning Physical save +6 (+2 eff.) other ------- Max stamina +10.00 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 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+2 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +13% lightning +27% cold +8% physical +11% fire Ignore resists +10% arcane defense ------ Resistance +9% lightning +16% fire +30% cold +9% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Wil offense ------ Damage +10% acid +12% fire +10% mind When Hit 6 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% acid +18% fire +10% mind +9% all Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +14% acid +8% physical +5% fire +8% cold defense ------ Resistance +12% acid +12% physical +13% darkness +14% fire +12% cold +12% mind +11% all Physical save +10 (+4 eff.) Spell save +12 (+3 eff.) Mind save +22 (+6 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +2 Dex +6 Mag +7 Wil +2 Cun offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +15% lightning +13% physical +15% cold defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +7% lightning +9% cold +9% all Physical save +18 (+7 eff.) Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Dex +1 Mag offense ------ Ignore resists +5% acid When Hit 4 acid 6 cold defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +4 (+2 eff.) Ignore Armor +5 defense ------ Armor +7 Fatigue +3% Resistance +7% blight Spell save +11 (+2 eff.) Mind save +9 (+3 eff.) Life +44.00 Unarmed combat: Weapon Damage 24.5 - 34.3 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +16 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 On Hit: * 10% chance to slow global speed by 60% * 10% chance to reduce armor by 12% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 4.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +1 Cun +1 Wil offense ------ Damage +10% fire defense ------ Defense +4 (+1 eff.) Fatigue +4% Resistance +10% fire Meteor Rain: Effective talent level: 2.0 Power cost 46 out of 50/50. Range 5 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 16.29 fire and 18.82 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +13% physical +15% light +15% temporal +3% nature +18% mind +12% darkness Ignore resists +25% arcane +15% nature When Hit 6 nature On-Hit (Melee): * 10% chance to slow global speed by 60% defense ------ Defense +3 (+1 eff.) Resistance +18% mind Shield Power +10% Life Regen +6.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+5 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.0 Power cost 18 out of 45/45. Range 8 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 17.98 mind and 16.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 4.36 mind and 4.00 darkness damage per turn and increases cooldowns by 28%. Haunted: Causes the target to suffer 7.03 mind and 6.45 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Resistance +5% lightning +9% temporal A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Ignore resists +5% cold defense ------ Defense +1 (+0 eff.) Resistance +6% blight +3% temporal +5% nature +9% acid Physical save +3 (+2 eff.) Silence Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% Physical save +13 (+6 eff.) A hat made of leather. Very stylish. |
![]() 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 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+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: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% 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 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+3 eff.) Physical save +15 (+6 eff.) Spell save +15 (+4 eff.) Mind save +15 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 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.(157 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] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 torque charm [Rare] Psionic While equipped: Stats +8 Wil defense ------ Resistance +18% acid other ------- Light +2 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 229 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +25% nature defense ------ Armor +4 Defense +10 (+3 eff.) Resistance +6% acid +5% arcane Stun Resist +10% Sting an enemy dealing 217 nature damage over 7 turns and reducing their healing by 50% 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 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 Doomelfunlock the Krog Adventurer level 30
9th Pyre 123rd year of Ascendancy at 07:58 see stats
By Doomelfunlock the Krog Adventurer level 28
73rd Regrowth 123rd year of Ascendancy at 13:32 see stats
By Doomelfunlock the Krog Adventurer level 10
9th Dusk 122nd year of Ascendancy at 09:39 see stats
By Doomelfunlock the Krog Adventurer level 34
34th Dusk 123rd year of Ascendancy at 11:33 see stats
By Doomelfunlock the Krog Adventurer level 32
37th Pyre 123rd year of Ascendancy at 02:57 see stats
By Doomelfunlock the Krog Adventurer level 19
11st Haze 122nd year of Ascendancy at 08:27 see stats
By Doomelfunlock the Krog Adventurer level 31
24th Pyre 123rd year of Ascendancy at 17:55 see stats
By Doomelfunlock the Krog Adventurer level 17
77th Dusk 122nd year of Ascendancy at 18:17 see stats
By Doomelfunlock the Krog Adventurer level 20
65th Haze 122nd year of Ascendancy at 13:43 see stats
By Doomelfunlock the Krog Adventurer level 23
61st Regrowth 123rd year of Ascendancy at 02:43 see stats
By Doomelfunlock the Krog Adventurer level 10
4th Flare 122nd year of Ascendancy at 05:17 see stats
By Doomelfunlock the Krog Adventurer level 20
48th Haze 122nd year of Ascendancy at 00:37 see stats
By Doomelfunlock the Krog Adventurer level 30
4th Pyre 123rd year of Ascendancy at 20:42 see stats
By Doomelfunlock the Krog Adventurer level 20
50th Haze 122nd year of Ascendancy at 00:45 see stats
By Doomelfunlock the Krog Adventurer level 31
24th Pyre 123rd year of Ascendancy at 18:58 see stats
By Doomelfunlock the Krog Adventurer level 5
77th Pyre 122nd year of Ascendancy at 09:00 see stats
By Doomelfunlock the Krog Adventurer level 35
77th Dusk 123rd year of Ascendancy at 22:36 see stats
By Doomelfunlock the Krog Adventurer level 33
71st Pyre 123rd year of Ascendancy at 17:28 see stats
By Doomelfunlock the Krog Adventurer level 28
73rd Regrowth 123rd year of Ascendancy at 12:46 see stats
By Doomelfunlock the Krog Adventurer level 18
5th Haze 122nd year of Ascendancy at 20:20 see stats
By Doomelfunlock the Krog Adventurer level 27
72nd Regrowth 123rd year of Ascendancy at 18:02 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
The psychic field around Doomelfunlock crumbles.
Doomelfunlock receives 1 healing (1 psi heal).
Doomelfunlock receives 1 healing (1 psi heal).
Talent Resonance Field is ready to use.
Doomelfunlock receives 1 healing (1 psi heal).
Ran for 7 turns (stop reason: hostile spotted to the southeast (giant eel)).
Doomelfunlock uses Mind Sear.
Doomelfunlock hits Giant eel for 234 mind damage.
Talent Mind Sear is ready to use.
Doomelfunlock uses Mind Sear.
Doomelfunlock hits Giant eel for 234 mind damage.
Doomelfunlock killed Giant eel!
Talent Mind Sear is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 85 turns (stop reason: at exit).
You gain 17.02 gold from the transmogrification of Boltblow the dwarven-steel plate armour (0 def, 23 armour).
There is a previous level here (press '' or right click to use).
Ukllmswwik the Wise uses Infusion: Healing.
Ukllmswwik the Wise receives 176 healing from Infusion: Healing.