









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! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Player AIoo 1.7.6This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Necromancer |
Level / Exp | 18 / 92% |
Size | medium |
Lifes / Deaths | Killed by elven cultist at level 14 on the 9th Dusk 122nd year of Ascendancy at 16:32 / 2Killed by Arita the rattlesnake at level 18 on the 50th Dusk 122nd year of Ascendancy at 07:20 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 10 (base 10) |
Constitution | 33 (base 33) |
Magic | 58 (base 46) |
Willpower | 20 (base 13) |
Cunning | 13 (base 11) |
Resources
Life | -436/314 |
Mana | 331/331 |
Soul | 0/14 |
Vim | 168/168 |
Healing Factor | 1.2889294477288 |
Regeneration | 5.4779501528474 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 21 |
Accuracy | 4 |
Crit Chance | 3% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +4% |
Nature | +3% |
Darkness | +13% |
Lightning | +11% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Lightning | +10% |
Cold | +8% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 6 |
Physical Save | 21 |
Spell Save | 28 |
Mental Save | 28 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 31%( 70%) |
Cold | + 46%( 70%) |
All | + 26%( 70%) |
Darkness | + 58%( 70%) |
Light | + 34%( 70%) |
Temporal | + 38%( 70%) |
Fire | + 34%( 70%) |
Lightning | + 56%( 70%) |
Defense: Immunities
Silence Resistance | 0% |
Bleed Resistance | 10% |
Confusion Resistance | 10% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 32% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1276% for 10 turns (80 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.60 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ When Hit 4 cold On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +20 (+8 eff.) Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Life +20.00 Healmod +11% Blind Resist +10% Cut Resist +10% 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: offense ------ Damage +3% nature Ignore resists +15% darkness +15% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Defense +15 (+7 eff.) Mind save +6 (+3 eff.) Disease Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Fire a magical bolt dealing 166 acid damage Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane While equipped: Stats +2 Cun +4 Mag offense ------ Spellpower +6 (+2 eff.) defense ------ Resistance +11% acid +11% fire +12% lightning +12% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% lightning defense ------ Armor +6 Resistance +22% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +4 Mag defense ------ Mind save +5 (+3 eff.) Life +46.00 other ------- Mana/turn +0.13 Max mana +21.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Critical power +15.00% Spellpower +6 (+2 eff.) Damage +13% darkness Ignore resists +10% lightning defense ------ Anomaly Control +5 Unlife -80.00 life other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 acid Damage +4% acid defense ------ Armor +1 Fatigue +1% Resistance +6% acid +6% darkness Spell save +3 (+1 eff.) Life +60.00 Confus Resist +10% Teleport Resist +20% Unarmed combat: Weapon Damage 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 acid On Hit: 10% Corrosive Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +11% darkness +10% temporal Spell save +6 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% other ------- Max mana +41.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Armor +6 Resistance +6% blight +11% light +14% darkness Mind save +9 (+5 eff.) Life Regen +4.00 Blind Resist +22% other ------- Light +2 Amulets make your neck look great! |
Inventory
![]() 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 instantly heal yourself for 51 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 create a protective shield absorbing at most 151 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 226 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +11% nature +10% blight Poison Resist +20% Disease Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Cun +3 Wil defense ------ Physical save +6 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 23 While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +21% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane/Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 78 lightning damage (1/turn) While equipped: offense ------ Damage +11% lightning Ignore resists +9% lightning Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Nature/Master Weapon Damage 28.5 - 42.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +9 (+9 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +31% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 32.5 - 52.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 physical While equipped: offense ------ Ignore resists +15% physical Accuracy +10 (+10 eff.) Ignore Armor +2 defense ------ Defense +10 (+5 eff.) Disarm Resist +39% other ------- See Invisibility +9 Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt/Master Weapon Damage 33.5 - 53.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Damage Against +17% Unnatural While equipped: Stats +2 Wil offense ------ Accuracy +12 (+12 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +35% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Psionic Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 mind On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Weapon Damage 44.5 - 71.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +14 (+14 eff.) Ignore Armor +10 Massive two-handed swords. |
![]() 4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 11 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +7 Dex +4 Mag +3 Cun offense ------ Ignore resists +9% physical When Hit 6 mind On-Hit (Ranged): * 10% chance to reduce all saves and defense by 13 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 lightning While equipped: offense ------ Physical Crit +3.0% Damage +15% lightning Accuracy +11 (+11 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Arcane Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: offense ------ Damage +13% cold Ignore resists +10% cold Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Normal] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 7 acid Damage +7% acid Ignore resists +6% acid defense ------ Resistance +8% acid Life Regen +2.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +9 lightning On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: offense ------ Physical Crit +7.0% Spellpower/crit +2 Damage +11% lightning +3% mind Ignore resists +5% physical Accuracy +7 (+7 eff.) defense ------ Resistance +6% mind Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+1 eff.) Damage +12% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Arcane Vortex level 3 Uses 2.0 Steam While equipped: Stats +2 Mag offense ------ Spellpower +5 (+1 eff.) Damage +7% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 10% chance to reduce armor by 33% On Critical: * Wound the target dealing 23 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Mind Crit +1% Critical power +15.00% Physical Power +7 (+7 eff.) Damage +6% fire When Hit 2 acid defense ------ Mind save +3 (+2 eff.) other ------- Hate-on-crit +3.00 One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +22% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego] Nature Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 nature One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+3 eff.) Ignore resists +5% darkness +10% cold defense ------ Resistance +6% darkness +3% cold Spell save +5 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% arcane When Hit 4 lightning defense ------ Defense +10 (+5 eff.) Resistance +3% mind Physical save +6 (+3 eff.) Silence Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +5% lightning +5% temporal A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ When Hit 2 mind 2 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 13 defense ------ Defense +1 (+0 eff.) Resistance +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +6 (+3 eff.) Resistance +9% temporal Physical save +3 (+1 eff.) Mind save +3 (+2 eff.) Pinning Resist +10% Teleport Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% acid +6% temporal +12% cold +3% fire Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Wil offense ------ Physical Crit +2.0% Physical Power +2 (+2 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Spellpower/crit +2 Damage +10% darkness +3% lightning Ignore Shields +30% defense ------ Resistance +15% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +12% mind +9% all Physical save +11 (+5 eff.) Spell save +12 (+6 eff.) Mind save +23 (+12 eff.) 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 T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% darkness defense ------ Resistance +16% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +9% all Life +52.00 Life Regen +2.30 Healmod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +8% blight +9% all Life +57.00 Life Regen +1.50 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% temporal defense ------ Armor +3 Fatigue +2% Resistance +3% light +6% fire Unlife -40.00 life Silence Resist +23% Confus Resist +21% Stun Resist +23% Knockbk Resist +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+4 eff.) Ignore Armor +3 defense ------ Armor +1 Resistance +9% fire +3% mind +6% temporal Unlife -20.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue -4% Resistance +9% darkness Physical save +7 (+3 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Str +4 Dex +2 Wil +5 Cun +8 Con offense ------ Accuracy +8 (+8 eff.) defense ------ Armor +10 Hardiness +7% Fatigue +3% Resistance +5% darkness +6% physical Physical save +7 (+3 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Unarmed combat: Weapon Damage 17.5 - 24.5 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +9 Critical Rate +19.0% Attack Speed 83% On-hit +12 darkness On Hit: 5% Stone Touch level 3 On Hit: 10% Set Up level 3 On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +4 Con offense ------ Damage +9% nature defense ------ Armor +1 Resistance +6% mind Crit Resistance 10.00% Life Regen +3.00 other ------- Stamina/turn +0.60 Max stamina +14.00 Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 13.0 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +7 (+7 eff.) Accuracy +6 (+6 eff.) Ignore Armor +6 defense ------ Armor +2 Fatigue +3% Resistance +5% blight Spell save +12 (+6 eff.) Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +8.0% Attack Speed 83% On Hit: * 16% chance to slow global speed by 38% * 11% chance to reduce armor by 33% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Mind save +5 (+3 eff.) Life +44.00 Unarmed combat: Weapon Damage 10.5 - 11.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Battle Shout level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+7 eff.) On-Hit 8 cold Damage +4% cold defense ------ Armor +2 Fatigue +3% Resistance +5% cold Unarmed combat: Weapon Damage 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life Regen +3.60 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +14 (+7 eff.) Life Regen +3.40 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% acid A suit of armour made of mail. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 6 acid When Hit 6 acid defense ------ Armor +4 Fatigue +8% Resistance +7% acid +6% fire +5% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 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. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +3% fire Ignore resists +15% fire Ignore Armor +2 defense ------ Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 131.14 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 17/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +5.0% Capacity 23 On-ranged-hit +7 cold Shots are used with slings to pummel your foes to death. |
![]() 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 T2 torque charm [Random Unique] Psionic While equipped: offense ------ Critical power +15.00% When Hit 2 mind other ------- Psi when Hit +0.04 Max psi +10.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to increase all damage penetration by 14% for 2 turns. 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Cornymancer the Cornac Necromancer level 18
35th Dusk 122nd year of Ascendancy at 12:49 see stats
By Cornymancer the Cornac Necromancer level 10
2nd Mirth 122nd year of Ascendancy at 16:19 see stats
By Cornymancer the Cornac Necromancer level 14
10th Dusk 122nd year of Ascendancy at 06:12 see stats
By Cornymancer the Cornac Necromancer level 10
1st Flare 122nd year of Ascendancy at 23:17 see stats
By Cornymancer the Cornac Necromancer level 15
14th Dusk 122nd year of Ascendancy at 15:19 see stats
By Cornymancer the Cornac Necromancer level 14
9th Dusk 122nd year of Ascendancy at 16:32 see stats
Log
Cornymancer's desolate waste area effect hits Velyna the degenerated skeleton archer for (10 flat reduction), 2 cold (2 total damage).
Cornymancer's desolate waste area effect hits Large white snake for 16 cold damage.
Cornymancer's desolate waste area effect hits Arita the rattlesnake for 5 to psi, 7 cold (12 total damage).
Frost Cut from Cornymancer hits Arita the rattlesnake for 16 to psi, 23 cold (39 total damage).
Dread hits Elykira the large white snake for 24 physical damage.
Elykira the large white snake uses Slash.
Arita the rattlesnake uses Psychic Lobotomy.
Cornymancer higher mental functions have been imparied.
Velyna the degenerated skeleton archer shoots!
Arita the rattlesnake hits Cornymancer for 49 mind damage.
Elykira the large white snake hits Dread for 99 physical damage.
Velyna the degenerated skeleton archer's Shoot hits Cornymancer for 33 physical, 4 cold (37 total damage).
Cornymancer is confused and fails to use Invoke Darkness.
Arita the rattlesnake converts some damage to Psi!
Cornymancer's desolate waste area effect hits Velyna the degenerated skeleton archer for (10 flat reduction), 2 cold (2 total damage).
Cornymancer's desolate waste area effect hits Large white snake for 16 cold damage.
Cornymancer's desolate waste area effect hits Arita the rattlesnake for 5 to psi, 7 cold (12 total damage).
Cornymancer stops surging mana.
Arita the rattlesnake converts some damage to Psi!
Deadly Poison from Velyna the degenerated skeleton archer hits Cornymancer for 30 nature damage.
Crippling Poison from Arita the rattlesnake hits Cornymancer for 27 nature damage.
Frost Cut from Cornymancer hits Large white snake for 23 cold damage.
Frost Cut from Cornymancer hits Arita the rattlesnake for 19 to psi, 28 cold (47 total damage).
Dread hits Elykira the large white snake for 22 physical damage.
Dread is being stalked by Elykira the large white snake!
Arita the rattlesnake uses Mind Sear.
Arita the rattlesnake hits Cornymancer for 115 mind damage.
Elykira the large white snake hits Dread for 72 physical damage.
Cornymancer the level 18 cornac necromancer was mentally tortured to death by Arita the rattlesnake on level 1 of Old Forest.