











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | 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: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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: 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.
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! 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Bulwark |
| Level / Exp | 24 / 4% |
| Size | big |
| Lifes / Deaths | Killed by Ivabeth the assassin at level 24 on the 40th Regrowth 123rd year of Ascendancy at 03:24 / 1 |
Primary Stats
| Strength | 65 (base 54) |
| Dexterity | 13 (base 12) |
| Constitution | 12 (base 12) |
| Magic | 40 (base 38) |
| Willpower | 17 (base 10) |
| Cunning | 28 (base 18) |
Resources
| Life | -370/751 |
| Mana | 253/273 |
| Stamina | 58/212 |
| Paradox | 331 |
| Healing Factor | 1.3091526171257 |
| Regeneration | 29.675278448085 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 45.549391208114 |
| See Invisible | 40.549391208114 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 22 |
| Crit Chance | 14% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Acid | +21% |
| Physical | +31% |
| Cold | +12% |
| All | +6% |
Offense: Damage Penetration
| Nature | +10% |
| Physical | +10% |
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (38.594633868923%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0.92380522168512 |
| Physical Save | 42 |
| Spell Save | 46 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 46%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 20%( 70%) |
| Mind | + 23%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 41%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 14%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 20% |
| Confusion Resistance | 55% |
| Stun Resistance | 59% |
| Silence Resistance | 49% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 145.42 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 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 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 successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Cultist. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 hummerhorn wing. * You've found the needed vial of elder vampire blood. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed honey tree root. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed ritch stinger. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within5 lumberjacks have died. | 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 | undeterred pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex defense ------ Armor +3 Silence Resist +29% Confus Resist +28% Stun Resist +28% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.0 Power cost 10 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | Tulozor the Frigidbrawn1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Cun offense ------ Damage +6% cold defense ------ Armor +4 Mind save +16 (+5 eff.) other ------- Max psi +40.00 Light +4 See Stealth +10 See Invisibility +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arahek (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +3% temporal +3% mind +3% darkness Spell save +9 (+3 eff.) Unlife -60.00 life Healmod +15% other ------- Stamina when Hit +0.90 EQ when Hit +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Belakira (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Physical Power +20 (+5 eff.) Ignore resists +10% physical On-Hit (Melee): * 20% chance to reduce armor by 29% defense ------ Armor +2 Defense +15 (+8 eff.) Resistance +9% acid Unlife -20.00 life Life Regen +7.00 other ------- Stamina/turn +0.80 Max stamina +25.00 Unarmed combat: Weapon Damage 118% 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: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of lightning storm [power 116] (2/10 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 10 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold garnet ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +5.0% Spell Crit +3% Mind Crit +3% Physical Power +10 (+2 eff.) Damage +15% acid +6% all defense ------ Resistance +30% acid +4% physical Mind save +10 (+3 eff.) Life Regen +4.00 Confus Resist +27% Stun Resist +31% other ------- Stamina/turn +1.00 Rings make your fingers look great! |
| On fingers | Inertial Twine0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+4 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| Around neck | Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Murkquick the yew starstaff (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Str +1 Wil offense ------ Spell Crit +11% Critical power +14.00% Spellpower +9 (+5 eff.) Damage +3% darkness +20% physical Ignore resists +10% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +12% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Dageroddarath the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Ignore resists +5% mind defense ------ Physical save +11 (+3 eff.) Mind save +12 (+4 eff.) Unlife -40.00 life other ------- Hate-on-crit +1.00 A belt that goes around your waist. |
| In off hand | icy stralite shield of reflection (0 def, 8 armour, 156% power, 135 block)7.0 Encumbrance T4 shield armor [Ego] Arcane/Nature When used to Attack: Weapon Damage 156% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +135 While equipped: offense ------ On-Hit 12 cold When Hit 1 ice defense ------ Armor +8 Fatigue +8% Resistance +10% light +14% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Elada (2 def, 2 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +13% blight +1% physical +14% nature +6% darkness Life Regen +8.00 Healmod +14% Cut Resist +20% Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +11% mind +7% all Physical save +10 (+3 eff.) Spell save +11 (+4 eff.) Mind save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 214; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 218; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 146; 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 146 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 of the duelist (speed 499%; 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 499% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the warrior (damage 293; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 292.70 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 74; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 73.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 194; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 193.85 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 206; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 206 damage for 4 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. |
restful copper amulet of mastery (0.11 Technique / Warcries)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 other ------- Masteries +0.11 Technique/Warcries Amulets make your neck look great! |
Brenuleg the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Fatigue -5% Resistance +3% cold Physical save +3 (+1 eff.) Mind save +12 (+4 eff.) Life Regen +2.00 other ------- Encumbrance +21 Rings make your fingers look great! |
steel ring 'Sunrain'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +2 Wil offense ------ Mindpower +20 (+10 eff.) Ignore resists +10% acid +25% fire defense ------ Resistance +12% acid Mind save +13 (+4 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
iron greatsword 'Zaniroddahek' (111% power, 8 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +2.5% Attack Speed 100% Ignore Shields +16% While equipped: Stats +5 Cun +1 Wil offense ------ Mind Crit +1% Critical power +15.00% Damage +3% arcane defense ------ Mind save +6 (+2 eff.) Massive two-handed swords. |
Blazebreak the steel longsword (109% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature +4 blight On-Hit, radius 1 +4 light While equipped: Stats +5 Str +4 Dex +3 Mag +4 Wil +4 Cun +6 Con offense ------ Physical Power +6 (+1 eff.) Ignore resists +6% physical defense ------ Resistance +6% blight Disarm Resist +13% other ------- Light +1 Sharp, long, and deadly. |
creative vined mindstar of storms (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 84% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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: Stats +2 Str +2 Dex +1 Mag +2 Wil +6 Cun +2 Con offense ------ Mind Crit +2% Critical power +6.00% Mindpower +4 (+2 eff.) On-Hit 5 lightning Damage +4% lightning Ignore resists +6% lightning defense ------ Resistance +7% lightning 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. |
yew magestaff 'Uroresin' (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Mind Crit +3% Spellpower +20 (+9 eff.) Damage +6% blight +20% fire +12% mind defense ------ Resistance +3% blight other ------- Mana/turn +0.58 Max mana +75.00 Max psi +10.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 20 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Ce'Nurin the Starzephyr1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Critical power +20.00% Physical Power +5 (+1 eff.) Mindpower +25 (+13 eff.) Ignore resists +20% mind When Hit 4 light defense ------ Resistance +3% temporal Spell save +8 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
hardened leather belt 'Sunblur'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +6% mind +16% physical Ignore resists +25% light +10% physical other ------- EQ when Hit +0.16 Max psi +50.00 Light +2 A belt that goes around your waist. |
Arutha the Vilewinnow (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +6 Wil +3 Con offense ------ Damage +9% nature On-Hit (Melee): * 20% chance to slow global speed by 43% defense ------ Defense +2 (+1 eff.) Resistance +9% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivaratha the Sewerusher (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +1 Dex offense ------ Ignore resists +10% light defense ------ Defense +1 (+1 eff.) Resistance +6% nature Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Silyma' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +2 Cun offense ------ Mindpower +15 (+8 eff.) defense ------ Defense +2 (+1 eff.) Spell save +14 (+5 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 31.44 to 39.30 physical damage (based on Willpower and Cunning) with knockback. Uses 7 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
ancient woollen robe of frost (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Damage +9% temporal +12% cold +7% physical Ignore resists +5% temporal +7% physical defense ------ Resistance +9% all +18% cold Anomaly Control +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Polariarin (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +1 Wil +3 Con offense ------ Critical power +15.00% Mindpower +20 (+10 eff.) defense ------ Armor +3 Fatigue +2% Resistance +3% mind Rush: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 25/25. Range 9 Cooldown: 22 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. |
pair of dwarven-steel boots 'Dagilin' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore resists +10% mind Ignore Armor +4 defense ------ Armor +4 Fatigue +3% Resistance +6% lightning +5% temporal +1% physical Life Regen +3.00 Healmod +14% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex 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. |
heroic rough leather gloves of the starseeker (0 def, 5 armour)1.0 Encumbrance T1 hands armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +2 Mag defense ------ Armor +5 Resistance +6% light +6% darkness Mind save +5 (+2 eff.) Life +40.00 other ------- Infravision +2 Unarmed combat: Weapon Damage 104% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +12 light +14 darkness On Hit: 10% Battle Shout level 1 Starfall: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 52.38 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeradhetha the Torchrigor (20 def, 3 armour) =water=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% fire defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue +5% Resistance +10% cold Confus Resist +20% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aryta (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Cun +3 Con offense ------ Damage +15% acid defense ------ Armor +3 Fatigue +3% Resistance +6% acid +7% fire +8% cold other ------- Infravision +2 A cap made of leather. |
Betyma the Glimmerobsidian (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +2 Str +5 Mag +1 Con offense ------ Damage +6% fire defense ------ Armor +3 Fatigue +5% Resistance +5% nature +6% blight other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frigidbreacher (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex +4 Con defense ------ Armor +1 Fatigue +1% Resistance +18% cold Crit Resistance 5.00% other ------- Stamina when Hit +1.00 EQ when Hit +0.90 A cap made of leather. |
Xelenne (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +3 Mag +2 Wil +5 Con defense ------ Armor +4 Fatigue +4% Resistance +8% lightning +8% temporal +3% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Runuyon' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Wil offense ------ Mind Crit +1% Spellpower +10 (+5 eff.) defense ------ Armor +4 Fatigue +4% Resistance +10% blight +8% darkness Physical save +16 (+5 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) other ------- Mana-on-crit +1.00 Circle of Sanctity: (Instant) Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 10 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Brightstalker' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning +3% fire +3% darkness other ------- Light +3 A pointy cloth hat, very wizardly... |
Weepwake (0 def, 9 armour, 109% power, 94.5 block)7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 109% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +94 While equipped: Stats +4 Con offense ------ Spellpower/crit +2 Damage +6% nature Ignore resists +20% blight +25% arcane On-Hit (Melee): * 20% chance to slow global speed by 43% * 20% chance to reduce all saves and defense by 17 defense ------ Armor +9 Fatigue +8% Physical save +7 (+2 eff.) other ------- Vim-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
steel shield 'Berasta' (0 def, 4 armour, 110% power, 41 block)7.0 Encumbrance T2 shield armor [Rare] Nature When used to Attack: Weapon Damage 110% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On-Hit, radius 1 +16 arcane While equipped: Stats +5 Cun +7 Wil offense ------ Mind Crit +2% When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +8% Resistance +12% temporal other ------- Talents +1 Block Handheld deflection devices. |
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. |
373 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Frostblur (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +1 Wil +2 Con offense ------ Spell Crit +5% Ignore resists +20% cold defense ------ Resistance +9% cold Crit Resistance 5.00% other ------- Max mana +25.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Runemaleg the Rimeorder (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +3 Cun +1 Str offense ------ Critical power +5.00% Damage +6% temporal +5% nature +9% mind When Hit 4 cold defense ------ Resistance +11% nature Mind save +3 (+1 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)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. |
dwarven-steel pickaxe 'Strikemaim' (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +9 Str +2 Mag +5 Wil offense ------ Physical Crit +9.0% Mind Crit +10% defense ------ Resistance +12% lightning other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Flashwrither1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +7 (+2 eff.) Ignore resists +5% cold When Hit 6 lightning 2 cold defense ------ Resistance +9% lightning +15% fire other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 17 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 87.01 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 87.01 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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.(64 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Velebrethra the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +10 Wil offense ------ Damage +7% mind +6% blight Ignore resists +5% arcane other ------- Vim-on-crit +2.00 Max mana +60.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +5 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 13 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 90% of the healing done. This effect scales with your Magic stat.. Uses 49 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 power out of 295/400 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. |
Layonn the dwarven-steel torque of psionic shield [power 73] (2/17 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +1 Dex +2 Wil +1 Con offense ------ Ignore resists +15% mind defense ------ Resistance +9% mind other ------- Light +3 Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 17 turn cooldown 100% to heal for 46. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of clear mind [power 3] (2/25 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing yew totem of healing [power 254] (2/10 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 10 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of healing [power 188] (2/10 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 10 turn cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
Betema [power 188] (2/13 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +5% arcane +6% mind +3% nature Mind save +3 (+1 eff.) Silence Resist +20% Confus Resist +10% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 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. |
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. |
5 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. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bergard Zeman the Ogre Bulwark level 9
1st Summertide 122nd year of Ascendancy at 12:51 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bergard Zeman the Ogre Bulwark level 21
45th Haze 122nd year of Ascendancy at 21:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bergard Zeman the Ogre Bulwark level 10
3rd Flare 122nd year of Ascendancy at 15:19 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bergard Zeman the Ogre Bulwark level 20
7th Haze 122nd year of Ascendancy at 04:12 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Bergard Zeman the Ogre Bulwark level 24
11st Regrowth 123rd year of Ascendancy at 05:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bergard Zeman the Ogre Bulwark level 18
70th Dusk 122nd year of Ascendancy at 02:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bergard Zeman the Ogre Bulwark level 10
3rd Flare 122nd year of Ascendancy at 15:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bergard Zeman the Ogre Bulwark level 10
11st Dusk 122nd year of Ascendancy at 17:16 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bergard Zeman the Ogre Bulwark level 19
70th Dusk 122nd year of Ascendancy at 13:34 see stats
Log
Bergard Zeman uses Shattering Shout.
Bergard Zeman hits Ivabeth the assassin for 358 physical damage.
Ivabeth the assassin uses Disarm.
Bergard Zeman is disarmed!
Ivabeth the assassin hits Bergard Zeman for 104 physical, 6 cold (110 total damage).
Greater Weapon Focus from Ivabeth the assassin hits Bergard Zeman for 76 physical, 6 cold (82 total damage).
Melee retaliation hits Ivabeth the assassin for 1 cold, 1 cold (2 total damage).
Bergard Zeman rearms.
Bergard Zeman has recovered!
--------------------------------
Bergard Zeman uses Assault.
Ivabeth the assassin is weakened by the darkness!
Bergard Zeman misses Ivabeth the assassin.
Bergard Zeman misses Ivabeth the assassin.
Bergard Zeman hits Ivabeth the assassin for 6 cold, 1 mind (7 total damage).
Ivabeth the assassin uses Block.
Talent Block is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Ivabeth the assassin uses Shield Pummel.
Shards of metal explode from Ivabeth the assassin's shield!
Bergard Zeman starts to bleed.
Bergard Zeman resists the shield bash!
Ivabeth the assassin hits Bergard Zeman for 63 physical, 98 physical, 145 physical (305 total damage).
Greater Weapon Focus from Ivabeth the assassin hits Bergard Zeman for 148 physical damage.
Melee retaliation hits Ivabeth the assassin for (1 blocked), 0 cold, (1 blocked), 0 cold, (1 blocked), 0 cold (0 total damage).
Bergard Zeman the level 24 ogre bulwark was maimed to death by Ivabeth the assassin on level 1 of Dairymalar.
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Ivabeth the assassin prepares for the next kill!
Space restabilizes around you.














































































































