











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 09: Automation (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Items Vault 1.7.6Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Fix demon seed savefile issue 1.7.6Fix some save file issues: demon seeds/ object talent data/ stacks of gems/... Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. 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. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 17 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Emonn the giant eel at level 17 on the 39th Haze 122nd year of Ascendancy at 06:42 / 1 |
Primary Stats
| Strength | 37 (base 31) |
| Dexterity | 18 (base 14) |
| Constitution | 40 (base 24) |
| Magic | 16 (base 10) |
| Willpower | 40 (base 27) |
| Cunning | 26 (base 14) |
Resources
| Life | -125/467 |
| Hate | 100/100 |
| Healing Factor | 1.2722297605397 |
| Regeneration | 13.040355045532 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -3.9968028886506E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| Stealth | 18 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 33 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 33 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Physical | +7% |
| Fire | +25% |
| Darkness | +6% |
| Arcane | +25% |
| Cold | +40% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +32% |
| Physical | +6% |
| Acid | +5% |
| Darkness | +20% |
| Arcane | +25% |
| Cold | +25% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 45.08934837382 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 25 |
| Physical Save | 32 |
| Spell Save | 20 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 35%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 10%( 70%) |
| Physical | + 9%( 70%) |
| Mind | + 15%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 79% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 48% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 273 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 black mamba head. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' 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 green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' 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. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed xorn fragment. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Baralekan the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +5% arcane / +3% cold Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Disarm immunity: +10% Life regen: +4.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | GloomwreathCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid / +6% mind Changes damage: +6% darkness Physical save: +9 (+5 eff.) Stun/Freeze immunity: +10% Light radius: +6 Healing mod.: +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. |
| On head | rough leather cap 'Olubers' (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +4 Physical power: +5 (+2 eff.) Armour: +5 Fatigue: +1% Changes stats: +3 Str / +4 Dex / +2 Cun Curse of Madness A cap made of leather. |
| On hands | voratun gauntlets 'Shadowbreaker' (Shrouds) (0 def, 11 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage (Melee): 14 physical Changes stats: +3 Str / +5 Con Changes resistances penetration: +10% darkness Changes damage: +7% physical Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 18.59 cold and 14.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Elemental Fury (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Nightmares This ring shines with many colors. |
| Around neck | Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 218 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | stralite waraxe 'Eilinossra' (Madness) (140% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Wil / +5 Con Changes resistances: +9% acid Changes resistances penetration: +5% acid / +6% physical Critical mult.: +10.00% Disarm immunity: +21% Psi when hit: +0.24 Curse of Madness One-handed war axes. |
| Around waist | noble's rough leather belt of unlife (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% blight Damage against: +15% Summoned Reduced damage from: +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
| In off hand | steel dagger 'Lisyvea' (Nightmares) (104% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 19 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 physical When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Defense: +7 (+3 eff.) Damage when hit (Melee): 4 physical Changes resistances: +6% mind Changes resistances penetration: +7% lightning Changes damage: +5% lightning Disarm immunity: +24% Stamina each turn: +1.00 Curse of Nightmares Sharp, short and deadly. |
| Cloak | linen cloak 'Obsidianrip' (Madness) (1 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances penetration: +10% darkness Physical save: +3 (+2 eff.) Knockback immunity: +10% Life regen: +2.00 Maximum life: +31.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating steel plate armour of the dragon (Misfortune) (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +6% acid / +6% physical / +6% fire / +7% lightning / +5% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +20% Life regen: +2.00 Stamina each turn: +0.80 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
wild infusion of the titan (res 23%; magical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 18%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 26; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 26 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. It can be used to 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 titan (absorb 64; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 64 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 41; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 68; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 68 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +24% Amulets make your neck look great! |
copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets make your neck look great! |
grounding copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +11% lightning Stun/Freeze immunity: +23% Amulets make your neck look great! |
Quenchwarden the steel ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% cold Changes damage: +3% cold Critical mult.: +5.00% Spell save: +11 (+5 eff.) Equilibrium when hit: +0.20 Maximum stamina: +13.00 Maximum hate: +2.00 Curse of Madness Rings make your fingers look great! |
rogue's copper ring of nature (+20%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +20% nature Changes damage: +10% nature Curse of Shrouds Rings make your fingers look great! |
steel battleaxe 'Ce'Nanne' (Shrouds) (118% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 19 damage On weapon crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Damage (Melee): +4 acid Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Changes damage: +9% acid / +3% mind Disarm immunity: +30% Curse of Shrouds Massive two-handed battleaxes. |
Unradig the steel greatmaul (Corpses) (135% power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+5 eff.) Physical crit. chance: +9.0% Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +2 Str Changes damage: +12% mind / +9% physical Curse of Corpses Massive two-handed mauls. |
Harybers the steel greatsword (Nightmares) (138% power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 138% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 211 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +7.0% Physical power: +9 (+3 eff.) Defense: +9 (+4 eff.) Changes resistances: +3% temporal Mental save: +12 (+6 eff.) Disarm immunity: +32% Curse of Nightmares Massive two-handed swords. |
balanced dwarven-steel greatsword of massacre (Shrouds) (155% power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 155% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Defense: +7 (+3 eff.) Disarm immunity: +30% Curse of Shrouds Massive two-handed swords. |
Yvilaith the yew longbow (Nightmares)Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 1) on hit: +4 physical When wielded/worn: Physical power: +30 (+9 eff.) Changes stats: +13 Str / +22 Dex / +17 Mag / +16 Wil / +17 Cun / +13 Con Maximum life: +40.00 Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Anezilavon (Corpses) (138% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 25 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Damage (Melee): +4 mind Damage (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes damage: +3% mind Disarm immunity: +20% Curse of Corpses Sharp, long, and deadly. |
steel mace 'Mardyruibers' (Misfortune) (104% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +6 Defense: +15 (+7 eff.) Changes resistances: +5% arcane / +6% acid Changes resistances penetration: +7% physical Knockback immunity: +10% Curse of Misfortune Blunt and deadly. |
vined mindstar 'Cloudresolve' (Madness) (85% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +20% fire Changes damage: +9% lightning / +8% mind / +3% nature Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Disease immunity: +12% Equilibrium when hit: +0.90 Psi when firing a critical mind attack: +2.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Curse of Madness 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. |
Armirek the Sunmistress (Corpses) (133% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 133% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Changes resistances: +6% mind Maximum wards: +3 darkness Changes resistances penetration: +10% temporal / +15% light / +15% mind Changes damage: +28% darkness / +18% temporal Talents granted: +3 Ward +1 Command Staff Mana each turn: +0.33 Spellpower: +27 (+15 eff.) Spell crit. chance: +3% Light radius: +2 Curse of Corpses It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Noonstreak (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Mag / +3 Wil / +4 Cun / +2 Con Changes resistances: +3% light Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
insulating rough leather belt of burglary (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Changes resistances: +6% fire / +5% cold Trap disarming bonus: +6 Stealth bonus: +7 Infravision radius: +4 Curse of Madness A belt that goes around your waist. |
nightruned rough leather belt of carrying (Madness)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +6% light / +5% darkness Maximum encumbrance: +23 Curse of Madness A belt that goes around your waist. |
Scaldknight the linen cloak (Nightmares) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +4 Mag / +1 Cun Changes damage: +3% fire Critical mult.: +5.00% Maximum vim: +10.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Manuhor' (Corpses) (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +4 Dex / +2 Wil / +2 Cun Changes resistances: +11% cold Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chamadogar the Icestrike (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 light Changes resistances: +6% cold / +14% temporal / +21% darkness / +6% fire Changes resistances penetration: +14% temporal / +15% darkness / +20% light Changes damage: +21% cold Defense after a teleport: +17 Resist all after a teleport: +14% New effects duration reduction after a teleport: +18% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eclipsebliss the pair of rough leather boots (Madness) (0 def, 9 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +9 Changes stats: +1 Str Changes damage: +3% darkness / +3% temporal Movement speed: +25% Curse of Madness A pair of boots made of leather. |
Urivon the Flaremalice (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Str / +1 Cun / +3 Con Changes resistances penetration: +10% mind / +10% nature Changes damage: +15% fire Mental save: +3 (+2 eff.) Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: 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. |
Wanderer's Rest (Nightmares) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Flamewrought (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 59.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves 'Islykira' (Shrouds) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances penetration: +5% blight Changes damage: +9% blight / +9% temporal Life regen: +1.00 Stamina each turn: +0.70 Maximum stamina: +14.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Scaldresolve (Shrouds) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 19% Damage when hit (Melee): 2 fire Changes stats: +3 Cun / +3 Dex Changes resistances: +6% lightning / +9% blight Changes resistances penetration: +15% acid Changes damage: +6% fire Curse of Shrouds A cap made of leather. |
Isluwyn the Heatnigh (Nightmares) (14 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +14 (+7 eff.) Fatigue: +8% Changes stats: +4 Dex Changes resistances: +5% acid / +7% cold / +12% blight / +7% physical Changes damage: +3% blight / +9% fire Allows you to breathe in: water Physical save: +14 (+7 eff.) Movement speed: +20% Curse of Nightmares A suit of armour made of leather. |
Morbusnoon (Shrouds) (6 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +3% acid / +26% fire / +5% arcane / +18% cold Changes damage: +3% nature Life regen: +3.00 Maximum life: +36.00 Healing mod.: +12% Curse of Shrouds A suit of armour made of leather. |
Veliselaith the Tidemark (Shrouds) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Str / +5 Dex / +2 Con Changes resistances: +8% mind Changes resistances penetration: +10% cold Mental save: +15 (+8 eff.) See invisible: +15 Curse of Shrouds A suit of armour made of metal plates. |
steel shield 'Silarada' (Shrouds) (0 def, 4 armour, 110% power, 44 block)Requires: - Shield usage training - Strength 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 110% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +11 lightning / +13 fire Damage (radius 2) on crit: +16 arcane When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 2 lightning / 13 fire / 4 blight Changes stats: +2 Str / +2 Dex Changes resistances: +11% lightning / +15% cold / +12% fire Changes damage: +6% blight Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cyrulaith the Flashrage (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Mag / +4 Wil / +2 Con Changes resistances: +3% darkness Changes resistances penetration: +25% lightning Maximum life: +22.00 Maximum stamina: +20.00 See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Emeleba the ash totem of healing [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes damage: +3% blight Maximum stamina: +30.00 It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase the duration of 1 beneficial effects by 1. * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Erelydegar the ash totem of stinging [power 194] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun Changes resistances: +12% acid Changes damage: +9% mind It can be used to sting an enemy dealing 194 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Rhimas [power 150] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 51% Changes resistances: +9% lightning / +3% acid / +6% blight It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 376 Base Damage: 176 Armor: 5 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Beluwyn [power 182] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +2 Str / +1 Dex / +3 Mag / +1 Con Changes resistances: +3% acid It can be used to create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +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 Tommy_Wiseau the Cornac Cursed level 11
6th Flare 122nd year of Ascendancy at 00:32 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Tommy_Wiseau the Cornac Cursed level 16
33rd Haze 122nd year of Ascendancy at 02:06 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Tommy_Wiseau the Cornac Cursed level 10
2nd Mirth 122nd year of Ascendancy at 04:50 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Tommy_Wiseau the Cornac Cursed level 17
33rd Haze 122nd year of Ascendancy at 13:36 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Tommy_Wiseau the Cornac Cursed level 15
30th Haze 122nd year of Ascendancy at 15:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Tommy_Wiseau the Cornac Cursed level 7
78th Pyre 122nd year of Ascendancy at 19:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Tommy_Wiseau the Cornac Cursed level 11
55th Dusk 122nd year of Ascendancy at 04:04 see stats
Log
Melee retaliation killed Squid!
You are asleep and unable to move!
You collect a new ingredient: vial of squid ink (1).
Tommy_Wiseau's nightmare area effect hits Squid for 15 fire, 16 cold, 17 lightning, 17 arcane (67 total damage).
Tommy_Wiseau's nightmare area effect hits Emonn the giant eel for 15 fire, 16 cold, 15 lightning, 17 arcane (65 total damage).
Tommy_Wiseau's nightmare area effect hits Squid for 15 fire, 16 cold, 17 lightning (50 total damage).
Terror misses Isedath the giant eel.
Tommy_Wiseau's nightmare area effect killed Squid!
Tommy_Wiseau has shrugged off 8 damage and is ready for more.
Tommy_Wiseau receives 14 healing from Unnatural Body.
Terror hits Emonn the giant eel for 51 physical damage.
Mindrot hits Isedath the giant eel for (0 to psi shield), 0 fire, (0 to psi shield), 0 cold, (1 to psi shield), 0 lightning, (0 to psi shield), 0 arcane, (0 to psi shield), 0 fire, (0 to psi shield), 0 cold, (1 to psi shield), 0 lightning, (0 to psi shield), 0 arcane (5 total damage).
Mindrot hits Emonn the giant eel for 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (12 total damage).
Tommy_Wiseau's mania hastens cooldowns.
Isedath the giant eel's Beyond the Flesh hits Tommy_Wiseau for (36 resonance), (20 rampage shugs off), 16 physical, (8 resonance), 8 physical (25 total damage).
Melee retaliation hits Isedath the giant eel for (0 to psi shield), 0 fire, (0 to psi shield), 0 cold, (1 to psi shield), 0 lightning, (0 to psi shield), 0 arcane (2 total damage).
Isedath the giant eel uses Telekinetic Smash.
Your resonance field crumbles under the damage!
The psychic field around Tommy_Wiseau crumbles.
Tommy_Wiseau is recovering from the damage!
Tommy_Wiseau shrugs off the effect 'Stunned'!
Emonn the giant eel uses Slash.
Emonn the giant eel hits Tommy_Wiseau for 154 physical damage.
Isedath the giant eel hits Tommy_Wiseau for (22 resonance), 69 physical, 17 physical, 146 physical, 17 physical (251 total damage).
Melee retaliation hits Isedath the giant eel for (0 to psi shield), 0 fire, (0 to psi shield), 0 cold, (1 to psi shield), 0 lightning, (0 to psi shield), 0 arcane, (0 to psi shield), 0 fire, (0 to psi shield), 0 cold, (1 to psi shield), 0 lightning, (0 to psi shield), 0 arcane (4 total damage).
Melee retaliation hits Emonn the giant eel for 1 fire, 1 cold, 1 lightning, 1 arcane (5 total damage).
Tommy_Wiseau the level 17 cornac cursed was dissected to death by Emonn the giant eel on level 2 of Lake of Nur.
Tommy_Wiseau is no longer sleeping.
The air around Tommy_Wiseau grows cold and terrifying shapes begin to coalesce. A nightmare has begun.






























































































