











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/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.
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Marauder |
| Level / Exp | 22 / 50% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 22 on the 6th Pyre 123rd year of Ascendancy at 20:50 / 1 |
Primary Stats
| Strength | 59 (base 51) |
| Dexterity | 19 (base 20) |
| Constitution | 24 (base 20) |
| Magic | 18 (base 10) |
| Willpower | 35 (base 23) |
| Cunning | 19 (base 11) |
Resources
| Life | -258/809 |
| Psi | 125/135 |
| Stamina | 114/226 |
| Equilibrium | 18 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 8.1001886930392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 23.957448516131 |
| See Invisible | 23.957448516131 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 47 |
| Crit Chance | 26% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 47 |
| Crit Chance | 23% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +8% |
| Light | +3% |
| Cold | +16% |
| Physical | +7% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Light | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 18 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 32%( 70%) |
| All | + 16%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 24%( 70%) |
| Physical | + 28%( 70%) |
| Lightning | + 34%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 85% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 20% |
| Blind Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| 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 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| 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 607% 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 Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.00 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned injured seer, to death. Escort: injured seer (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed honey tree root. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed black mamba head. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gunuyon (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Resistance +11% fire +6% darkness +7% cold Crit Resistance 5.00% Unlife -60.00 life Life +80.00 Poison Resist +20% A pair of boots made of leather. |
| Light source | Hettachik1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +4% defense ------ Resistance +3% mind Life +51.00 other ------- Max psi +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Aerenor' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +5 Fatigue +5% Resistance +3% acid Physical save +3 (+2 eff.) Life +60.00 Blind Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Yaroyaneg' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+3 eff.) When Hit 10 acid defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Crit Resistance 15.00% Mind save +6 (+3 eff.) Life +40.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel torque of gale force 'Glimmernull' [power 235] (10/13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +1 Mag +2 Con offense ------ Damage +3% light Ignore resists +20% light defense ------ Resistance +9% light Crit Resistance 15.00% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 251 physical damage Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | conjurer's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +8 (+4 eff.) defense ------ Life Regen +3.00 Stun Resist +22% Rings make your fingers look great! |
| Around neck | grounding steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% lightning Stun Resist +23% Amulets make your neck look great! |
| In main hand | Adylle the Frostlore (127% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 cold On-Hit, radius 1 +8 darkness On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Damage +6% cold defense ------ Physical save +9 (+5 eff.) Mind save +3 (+2 eff.) Blind Resist +10% Sharp, long, and deadly. |
| Around waist | hardened leather belt 'Toruregobar'1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Accuracy +30 (+10 eff.) defense ------ Resistance +9% lightning +2% physical +3% darkness Unlife -40.00 life Life +40.00 A belt that goes around your waist. |
| In off hand | Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | Plaguevenom the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +5 (+3 eff.) Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Defense +1 (+1 eff.) Crit Resistance 15.00% 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. |
| Main armor | woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +8% acid +7% physical +9% fire +10% cold defense ------ Resistance +12% acid +12% physical +11% fire +12% cold +9% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 44; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 44 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. |
healing infusion (heal 40; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 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. |
healing infusion of the wizard (heal 99; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 76; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 76; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 417%; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 417% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 14)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 increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 472%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 501%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 501% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 510%; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 510% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 108; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 261; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 27%; mental; dur 3; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 27; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 27 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 55; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 23; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +12% mind Confus Resist +23% Amulets make your neck look great! |
gold amulet 'Isibrebeth'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +1 Con defense ------ Resistance +9% blight Mind save +6 (+3 eff.) Healmod +13% Cut Resist +60% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal: Puts all charms on 29 turn cooldown Effective talent level: 3.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 215 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
Chargeraze the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Ignore resists +10% lightning Accuracy +7 (+2 eff.) defense ------ Resistance +9% lightning Mind save +12 (+6 eff.) other ------- Hate-on-crit +4.00 Max hate +6.00 Rings make your fingers look great! |
Eluvea the Lightningsquall0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +2 Mag offense ------ On-Hit 11 light On-Ranged-Hit 16 light Damage +12% light defense ------ Resistance +9% lightning +9% acid Mind save +8 (+4 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +24% Knockbk Resist +32% Rings make your fingers look great! |
gold ring of arcana (+0.13/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +25% other ------- Mana/turn +0.13 Rings make your fingers look great! |
marksman's copper ring of darkness (+22%) =de=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Damage +11% darkness Accuracy +4 (+1 eff.) defense ------ Resistance +22% darkness Rings make your fingers look great! |
marksman's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +10% lightning Accuracy +8 (+3 eff.) defense ------ Resistance +20% lightning Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+4 eff.) Rings make your fingers look great! |
rogue's steel ring of corrosion (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% acid defense ------ Defense +6 (+3 eff.) Resistance +22% acid Rings make your fingers look great! |
titan's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +4 (+2 eff.) Rings make your fingers look great! |
steel dagger 'Blindkin' (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 darkness +8 cold While equipped: offense ------ Ignore resists +6% all +7% physical Accuracy +13 (+4 eff.) Ignore Armor +12 When Hit 6 darkness defense ------ Resistance +3% darkness Sharp, short and deadly. |
Gira (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Cun +6 Con offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Healmod +11% Heal-on-summon +14 other ------- Infravision +1 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. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
Dazzlesage the ash starstaff (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Critical power +10.00% Spellpower +6 (+3 eff.) Damage +18% physical defense ------ Unlife -40.00 life other ------- Max positive +5.00 Max negative +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash starstaff of fate (111% power, 3 apr, light element)5.0 Encumbrance T2 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +8% Physical Power +7 (+2 eff.) Spellpower +12 (+6 eff.) Damage +15% light Accuracy +6 (+2 eff.) defense ------ Physical save +7 (+4 eff.) Spell save +9 (+5 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+5 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+3 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 66 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.73 cold damage and 7.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Ce'Nyssra1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Defense +5 (+3 eff.) Resistance +9% acid +2% physical +5% fire +3% mind +6% cold Spell save +3 (+2 eff.) Life +40.00 A belt that goes around your waist. |
Halygadar1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% acid +12% mind Ignore resists +20% mind On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Defense +13 (+7 eff.) Stealth +7 A belt that goes around your waist. |
grounding hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +7% lightning +7% temporal Spell save +8 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blazewilter (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +10% physical Ignore Armor +5 defense ------ Defense +7 (+4 eff.) Physical save +6 (+3 eff.) other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce'Nonn (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) Spellpower +10 (+5 eff.) When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +6% blight other ------- Mana-on-crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% darkness +11% mind +7% all Physical save +10 (+5 eff.) Spell save +11 (+6 eff.) Mind save +21 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +5% nature defense ------ Resistance +6% blight +11% all Life +50.00 Life Regen +2.10 Healmod +13% Poison Resist +20% Disease Resist +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hihad (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +7 Cun +2 Con offense ------ Damage +6% mind defense ------ Armor +1 Resistance +5% fire +3% mind +5% cold A pair of boots made of leather. |
Starpiety (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Ignore resists +5% light defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +5 (+3 eff.) Mind save +12 (+6 eff.) Healmod +5% Disease Resist +10% Disarm Resist +10% Teleport Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Growthtrencher' (7 def, 4 armour) =dex=3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex offense ------ Mind Crit +1% Damage +9% nature defense ------ Armor +4 Defense +7 (+4 eff.) Fatigue +3% other ------- EQ when Hit +0.12 Psi when Hit +0.08 Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of rushing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +3 Fatigue +2% Silence Resist +21% Confus Resist +25% Stun Resist +24% Rush: Puts all charms on 21 turn cooldown Effective talent level: 2.6 Power cost 21 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Polurawe the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Damage +6% arcane Ignore resists +5% arcane +5% acid On-Hit (Melee): * 20% chance to reduce armor by 23% * 20% chance to reduce all saves and defense by 19 defense ------ Armor +2 Resistance +6% mind Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +8 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
corrosive hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 acid Damage +3% acid Accuracy +10 (+3 eff.) defense ------ Armor +2 Resistance +5% acid Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Disrupt/Master While equipped: Stats +2 Str +3 Wil +3 Con offense ------ When Hit: * 15 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +13 (+7 eff.) Disarm Resist +26% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Disarm level 3 On Hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Fuleyamnir the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun defense ------ Defense +2 (+1 eff.) Resistance +9% fire +12% light +9% cold Spell save +9 (+5 eff.) other ------- Light +1 A pointy cloth hat, very wizardly... |
Radhohek (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Critical power +15.00% Mindpower +10 (+5 eff.) Damage +6% arcane +6% mind defense ------ Armor +3 Fatigue +5% Resistance +5% cold other ------- Max psi +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the bounder (0 def, 3 armour) =dex=3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +6 Str +5 Dex defense ------ Armor +3 Fatigue +5% Skullcracker +1 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 193.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Earufang' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Str +7 Con offense ------ Damage +11% darkness On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +1 (+1 eff.) Resistance +16% darkness Crit Resistance 10.00% A pointy cloth hat, very wizardly... |
Barador the hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +5 Con offense ------ Ignore resists +20% physical defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +21% lightning Physical save +18 (+9 eff.) A suit of armour made of leather. |
marauder's hardened leather armour of Toknor (12 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Master While equipped: Stats +3 Str +5 Dex offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +5 (+1 eff.) defense ------ Armor +6 Defense +12 (+6 eff.) Fatigue +8% Physical save +7 (+4 eff.) A suit of armour made of leather. |
dwarven-steel plate armour 'Samulatharim' (0 def, 15 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Master While equipped: defense ------ Armor +15 Fatigue +22% Resistance +20% fire +5% arcane +12% darkness Life +80.00 Healmod +20% A suit of armour made of metal plates. |
2 agate0.0 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. |
400 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Obsidianenvy the iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature +15% acid On-Hit (Melee): * 10% chance to reduce armor by 23% defense ------ Resistance +6% acid +11% nature +9% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Spiderpain' (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +4 Str +1 Mag +4 Cun +3 Con offense ------ Damage +3% mind Ignore resists +10% nature other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Cloudmaster1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +1 Mag offense ------ Damage +3% physical Accuracy +25 (+8 eff.) defense ------ Defense +20 (+10 eff.) Resistance +6% lightning Physical save +11 (+6 eff.) Healmod +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 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.(90 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Belovea'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Dex +2 Cun offense ------ Critical power +10.00% Damage +3% acid defense ------ Armor +4 Defense +5 (+3 eff.) Physical save +7 (+4 eff.) Healmod +12% 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. |
brass lantern 'Elyba'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex +4 Mag offense ------ Physical Power +5 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% fire Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of focus2.0 Encumbrance T1 lite [Ego] Master/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)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 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Transmogrification Chest2.0 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. |
It Which Writhes0.0 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 9 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. |
iron torque of mindblast 'Roottrail' [power 110] (10/13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Cun +1 Con offense ------ Ignore resists +5% nature +5% acid Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (10/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Gloomvice [power 39] (10/17 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +15% darkness +5% cold When Hit 6 darkness On-Hit (Melee): * 20% chance to slow global speed by 45% Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 17 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Relgurig [power 188] (10/13 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +6 Str +3 Mag offense ------ Damage +9% acid defense ------ Crit Resistance 10.00% Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 116] (10/13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 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. |
Hurodomarath the Shimmershine [power 105] (10/13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore resists +5% lightning defense ------ Resistance +3% fire Fire a magical bolt dealing 105 lightning damage Puts all charms on 13 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Scorchblood [power 206] (10/17 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% light Ignore resists +5% cold When Hit 10 light defense ------ Resistance +21% fire Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of clairvoyance [power 10] (10/13 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 43 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing elm wand of shielding [power 116] (10/17 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing ash wand of lightning storm [power 170] (10/13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 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. |
2 ametrine0.0 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. |
citrine0.0 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Baldur Orlando the Ogre Marauder level 11
7th Dusk 122nd year of Ascendancy at 07:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Baldur Orlando the Ogre Marauder level 21
32nd Regrowth 123rd year of Ascendancy at 02:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Baldur Orlando the Ogre Marauder level 10
5th Flare 122nd year of Ascendancy at 16:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Baldur Orlando the Ogre Marauder level 20
73rd Haze 122nd year of Ascendancy at 18:32 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Baldur Orlando the Ogre Marauder level 22
66th Regrowth 123rd year of Ascendancy at 08:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Baldur Orlando the Ogre Marauder level 8
3rd Summertide 122nd year of Ascendancy at 01:09 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Baldur Orlando the Ogre Marauder level 22
65th Regrowth 123rd year of Ascendancy at 19:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Baldur Orlando the Ogre Marauder level 11
19th Dusk 122nd year of Ascendancy at 16:05 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Baldur Orlando the Ogre Marauder level 22
65th Regrowth 123rd year of Ascendancy at 09:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Baldur Orlando the Ogre Marauder level 18
30th Haze 122nd year of Ascendancy at 11:19 see stats
Log
Rime Wraith from Aerilaith the skeleton warrior hits Baldur Orlando for (0 absorbed), 21 cold (21 total damage).
--------------------------------
Baldur Orlando uses Flurry.
Baldur Orlando performs a melee critical strike against Aerilaith the skeleton warrior!
Aerilaith the skeleton warrior is not dazed anymore.
Baldur Orlando's blood frenzy intensifies!
Aerilaith the skeleton warrior is crippled.
Baldur Orlando performs a melee critical strike against Aerilaith the skeleton warrior!
Baldur Orlando's blood frenzy intensifies!
Baldur Orlando performs a melee critical strike against Aerilaith the skeleton warrior!
Baldur Orlando performs a melee critical strike against Aerilaith the skeleton warrior!
Baldur Orlando performs a melee critical strike against Aerilaith the skeleton warrior!
Baldur Orlando hits Aerilaith the skeleton warrior for 84 physical, 6 cold, 7 darkness, 11 physical, 75 physical (182 total damage).
Baldur Orlando hits Armoured skeleton warrior for 7 darkness, 7 darkness, 7 darkness (21 total damage).
Baldur Orlando killed Aerilaith the skeleton warrior!
Armoured skeleton warrior receives 35 healing from Rime Wraith from Aerilaith the skeleton warrior.
Armoured skeleton warrior uses Overpower.
Baldur Orlando reacts to an attack from Armoured skeleton warrior, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Baldur Orlando crumbles.
Baldur Orlando resists the knockback!
Armoured skeleton warrior receives 35 healing from Rime Wraith from Aerilaith the skeleton warrior.
Armoured skeleton warrior receives 35 healing from Rime Wraith from Aerilaith the skeleton warrior.
Rime Wraith from Aerilaith the skeleton warrior hits Baldur Orlando for (0 absorbed), 72 cold, (0 absorbed), 72 cold (144 total damage).
Armoured skeleton warrior hits Baldur Orlando for (57 reacted , -5 stam), (39 absorbed), 156 cold, 13 cold, (9 parried), 69 cold, 31 cold, 91 cold (360 total damage).
Melee retaliation hits Armoured skeleton warrior for 9 acid, 9 acid, 9 acid (28 total damage).
Baldur Orlando the level 22 ogre marauder was frozen to death by an armoured skeleton warrior on level 1 of Dreadfell.
--------------------------------
Baldur Orlando no longer revels in blood quite so much.


































































































































