











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
Items Vault 1.7.6Donators/Buyers bonus! 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! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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. 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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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: 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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Kruk Yeti |
| Class | Bulwark |
| Level / Exp | 42 / 48% |
| Size | huge |
| Lifes / Deaths | Killed by Eilinamille the tiger at level 35 on the 39th Loss 124th year of Ascendancy at 19:37 / 2Killed by Ivurille the Guardian at level 42 on the 26th Destruction 124th year of Ascendancy at 06:09 |
| Antimagic | Follower |
Primary Stats
| Strength | 98 (base 60) |
| Dexterity | 58 (base 51) |
| Constitution | 39 (base 15) |
| Magic | 14 (base 10) |
| Willpower | 48 (base 43) |
| Cunning | 24 (base 10) |
Resources
| Psi | 124/138 |
| Life | -23/1815 |
| Steam | 100/100 |
| Stamina | 235/318 |
| Equilibrium | 30 |
| Healing Factor | 1.476254336803 |
| Regeneration | 30.337026621302 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 11 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 37 |
| Crit Chance | 32% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Physical | +28% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +18% |
| Cold | +16% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51.08934837382 (100%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 28 |
| Physical Save | 60 |
| Spell Save | 33 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 63%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 33%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Bleed Resistance | 0% |
| Disarm Resistance | 100% |
| Knockback Resistance | 95% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 400 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 243 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 947% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Yvivena the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +8 Str +4 Mag +3 Cun +8 Con offense ------ Damage +12% acid +7% physical When Hit 6 acid defense ------ Armor +3 Fatigue -6% Physical save +32 (+8 eff.) Mind save +13 (+5 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Encumbrance +32 Size +1 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Halygen'1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Cun +4 Str defense ------ Resistance +5% arcane Crit Resistance 15.00% Life +121.00 other ------- Light +8 See Invisibility +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | leafwalker's hardened leather hat of the bounder (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +7 Str +6 Dex defense ------ Armor +3 Fatigue +3% Resistance +7% nature Spell save +5 (+2 eff.) Life +63.00 Healmod +16% other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 422.2 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Disarm Resist +100% Knockbk Resist +50% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 215.71 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | extending yew totem of healing [power 266] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring of life0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Life +50.00 Life Regen +9.00 Healmod +10% Rings make your fingers look great! |
| On fingers | gladiator's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +5 Str +8 Con offense ------ Physical Power +7 (+1 eff.) Rings make your fingers look great! |
| Around neck | Blazewing0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Damage +21% physical When Hit 10 lightning defense ------ Resistance +31% lightning Stun Resist +38% other ------- Light +2 Amulets make your neck look great! |
| In main hand | stormbringer's voratun longsword of erosion (150% power, 22 apr) 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +21.0% Attack Speed 100% On-hit +10 nature On-crit, radius 2 +19 lightning +28 cold While equipped: offense ------ Move Speed +30% Ignore resists +18% lightning +16% cold Sharp, long, and deadly. |
| Around waist | monstrous hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Dex +4 Cun +4 Con +7 Lck offense ------ Physical Power +8 (+2 eff.) defense ------ Physical save +8 (+2 eff.) Stealth +8 other ------- Disarm Traps +13 Infravision +5 Size +1 A belt that goes around your waist. |
| In off hand | reinforced stralite shield of winter (0 def, 9 armour, 166% power, 177.5 block)7.0 Encumbrance T4 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 166% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +178 On-hit +16 cold While equipped: Stats +4 Wil offense ------ On shield block: * Deals 106 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +9 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+5 eff.) Resistance +30% lightning +15% cold Physical save +10 (+3 eff.) Stun Resist +50% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Ulfasin (0 def, 21 armour) 17.0 Encumbrance T5 massive armor [Random Unique] Nature/Psionic While equipped: defense ------ Armor +21 Hardiness +20% Fatigue +23% Resistance +11% acid +13% physical +12% lightning +6% blight +14% fire +7% mind +9% cold Crit Resistance 15.00% Mind save +18 (+7 eff.) Life Regen +11.30 Blind Resist +10% Disarm Resist +46% Stun Resist +32% Knockbk Resist +30% other ------- Stamina/turn +1.60 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant (efficiency 92% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 92% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 93% / cooldown 58%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion (die at -271; dur 6; cd 33)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 33 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -271 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 542 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -378; dur 6; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -378 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 755 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 574%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 248; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Willpower stat. 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 titan (res 28%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chamuhek the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str offense ------ Ignore resists +10% physical When Hit 10 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Fatigue -7% Resistance +15% acid Unlife -80.00 life Life Regen +3.00 other ------- Max stamina +20.00 Amulets make your neck look great! |
Gadakira the Vileoracle0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 8 nature defense ------ Resistance +9% lightning +9% cold +12% mind +6% blight Spell save +6 (+3 eff.) Confus Resist +24% Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+4 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
gold amulet 'Furnacemire'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +5% fire When Hit 4 acid 4 fire 4 mind defense ------ Resistance +6% acid +10% physical +12% mind +3% fire other ------- Stamina/turn +0.50 Amulets make your neck look great! |
gold amulet 'Pitchwind'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +15% nature Ignore resists +15% darkness defense ------ Armor +6 Physical save +6 (+2 eff.) Spell save +9 (+4 eff.) Life Regen +4.00 Cut Resist +20% Amulets make your neck look great! |
gold amulet of willpower (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil Amulets make your neck look great! |
Anodas the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Str defense ------ Armor +12 Defense +10 (+5 eff.) Resistance +6% fire +6% mind +9% nature Mind save +12 (+5 eff.) Healmod +10% Disease Resist +20% Cut Resist +20% Rings make your fingers look great! |
pixie's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag offense ------ Spellpower +7 (+6 eff.) defense ------ Life Regen +3.00 Stun Resist +21% Rings make your fingers look great! |
steel ring 'Gleamjeer'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% fire Ignore resists +10% light defense ------ Resistance +6% acid +24% fire +20% darkness Life Regen +4.00 Silence Resist +20% Pinning Resist +20% Rings make your fingers look great! |
treant's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +6% nature +6% blight Life Regen +2.00 Poison Resist +12% Disease Resist +11% Stun Resist +23% Rings make your fingers look great! |
Baragarion the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ When Hit 10 mind defense ------ Defense +10 (+5 eff.) Resistance +18% lightning +12% fire +6% mind Life Regen +6.00 Healmod +10% Blind Resist +20% Disarm Resist +20% Stun Resist +53% Rings make your fingers look great! |
Deepshacker the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Cun +5 Dex offense ------ Mind Crit +5% Critical power +5.00% Ignore resists +5% darkness Accuracy +10 (+4 eff.) defense ------ Resistance +18% darkness Rings make your fingers look great! |
gold ring 'Poxbrand'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning +21% darkness Ignore resists +10% light When Hit 10 nature defense ------ Resistance +26% lightning +20% nature Rings make your fingers look great! |
marksman's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
pixie's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +8 (+7 eff.) Rings make your fingers look great! |
sneakthief's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
balanced deep-steel trident (130% power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego] Master Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +12 (+6 eff.) Disarm Resist +39% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced stralite longsword of projection (141% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Master/Psionic Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Accuracy +8 (+4 eff.) defense ------ Defense +8 (+4 eff.) Disarm Resist +23% Sharp, long, and deadly. |
stralite longsword of enduring (144% power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego+] Nature Weapon Damage 145% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Con +11 Wil defense ------ Life +38.00 Sharp, long, and deadly. |
Dourwill the dwarven-steel mace (133% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Psionic Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +14 darkness Damage Against +14% Living While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Damage +18% physical When Hit 6 cold defense ------ Resistance +9% darkness Unlife -60.00 life other ------- Max stamina +30.00 Blunt and deadly. |
thought-forged steel waraxe of massacre (121% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master/Psionic Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 mind On Hit: * 12% chance to reduce all saves and defense by 21 While equipped: Stats +3 Cun +2 Wil One-handed war axes. |
Arydathra (113% power, 10 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +16.0% Attack Speed 100% On-crit, radius 2 +17 lightning +20 cold While equipped: Stats +3 Cun +8 Con offense ------ Move Speed +32% Ignore resists +16% lightning +13% cold other ------- Psi when Hit +0.12 Sharp, short and deadly. |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+9 eff.) Ranged Defense +10 (+5 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
flaming dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 138% power, 79.5 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 6 fire When Hit 1 fire defense ------ Armor +6 Fatigue +8% Resistance +17% lightning other ------- Talents +1 Block Handheld deflection devices. |
woollen robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +8% Spellpower +20 (+13 eff.) defense ------ Resistance +9% all other ------- Mana/turn +0.13 Max mana +56.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening hardened leather armour of command (16 def, 10 armour)9.0 Encumbrance T3 light armor [Ego++] Psionic While equipped: Stats +8 Cun +3 Wil defense ------ Armor +10 Defense +16 (+8 eff.) Fatigue +8% Mind save +25 (+9 eff.) A suit of armour made of leather. |
enlightening steel plate armour of the dragon (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +9 Fatigue +22% Resistance +7% acid +7% physical +7% cold +5% lightning +8% fire Mind save +12 (+5 eff.) Disarm Resist +22% Stun Resist +24% Knockbk Resist +22% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
impenetrable steel plate armour of temporal resistance (0 def, 17 armour)17.0 Encumbrance T2 massive armor [Ego] Arcane/Master While equipped: defense ------ Armor +17 Fatigue +22% Resistance +16% temporal A suit of armour made of metal plates. |
insulating hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +5% fire +7% cold Life +42.00 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +0% lightning Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
grounding pair of hardened leather boots of strife (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Nature/Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +5 (+3 eff.) Ignore resists +8% physical defense ------ Armor +3 Resistance +10% lightning +8% temporal Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 24 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Goredehor' (0 def, 13 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +6 Dex +4 Wil +4 Cun offense ------ Physical Crit +5.0% defense ------ Armor +13 Resistance +9% fire Physical save +8 (+2 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Unlife -80.00 life A pair of boots made of leather. |
pair of hardened leather boots 'Velodheta' (0 def, 7 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Cun defense ------ Armor +7 Resistance +6% lightning +9% nature Physical save +3 (+1 eff.) Life +20.00 Healmod +5% other ------- Infravision +2 A pair of boots made of leather. |
scholar's pair of hardened leather boots of force (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master/Psionic While equipped: offense ------ Physical Power +4 (+1 eff.) Spellpower +13 (+9 eff.) Mindpower +7 (+4 eff.) defense ------ Armor +3 A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex defense ------ Armor +3 Stealth +11 other ------- Stamina/turn +0.50 Max stamina +18.00 A pair of boots made of leather. |
pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: defense ------ Armor +3 Defense +3 (+2 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 13% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (31 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (56 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Gloda the pair of dwarven-steel boots (0 def, 10 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +4 Dex offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +10 Fatigue +3% Resistance +10% acid +15% cold +3% blight +15% fire +3% mind +9% lightning Spell save +15 (+7 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 108% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nyfang the Dazzlewaker (15 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +5 Str +3 Cun +6 Con offense ------ Critical power +5.00% When Hit 2 light defense ------ Armor +4 Defense +15 (+8 eff.) Fatigue -3% Physical save +23 (+6 eff.) Mind save +15 (+6 eff.) other ------- Encumbrance +23 Max stamina +10.00 Light +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 9 Cooldown: 17 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. |
polar rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 5 cold Damage +4% cold defense ------ Armor +1 Resistance +6% cold Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkspike the hardened leather gloves (0 def, 9 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 physical Damage +4% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +9 Resistance +12% lightning +9% blight +3% fire +5% arcane +3% nature Spell save +3 (+1 eff.) Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 physical On-crit, radius 2 +10 physical On Hit: 10% Sand Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Undeathwedge the hardened leather gloves (15 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% acid Ignore resists +20% nature Accuracy +22 (+8 eff.) Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Armor +2 Defense +15 (+8 eff.) Physical save +8 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +33% Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 8 blight Damage +5% blight Accuracy +13 (+5 eff.) defense ------ Armor +2 Resistance +5% blight Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-crit, radius 2 +10 blight On Hit: 20% Soul Rot level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +5 (+1 eff.) On-Hit 9 fire Damage +5% fire defense ------ Armor +2 Resistance +7% fire Unarmed combat: Weapon Damage 123% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun offense ------ On-Hit 7 acid Damage +8% acid Accuracy +6 (+3 eff.) defense ------ Armor +2 Resistance +7% darkness +6% acid other ------- Infravision +1 Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-hit +12 darkness On-crit, radius 2 +8 acid On Hit: 10% Corrosive Breath level 3 On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +20 (+8 eff.) defense ------ Armor +2 Physical save +6 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Disrupt/Master While equipped: Stats +4 Str offense ------ Physical Power +12 (+3 eff.) When Hit: * 23 arcane resource burn defense ------ Armor +3 Spell save +8 (+4 eff.) Unarmed combat: Weapon Damage 146% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: * 19 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Frigidhash the dwarven-steel gauntlets (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Cun offense ------ Physical Crit +3.0% Physical Power +9 (+2 eff.) When Hit 6 cold defense ------ Armor +4 Fatigue +3% Resistance +2% physical +3% cold Crit Resistance 15.00% Physical save +12 (+3 eff.) Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Ritch Claws (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Physical Power +5 (+1 eff.) defense ------ Armor +6 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 91% Rushing Claws: Effective talent level: 2.0 Power cost 24 out of 24/24. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +4 (+2 eff.) Ignore Armor +5 defense ------ Armor +2 Fatigue +3% Resistance +7% blight Spell save +12 (+6 eff.) 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 +16 Critical Rate +8.0% Attack Speed 83% On Hit: * 13% chance to slow global speed by 47% * 11% chance to reduce armor by 18% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +15 (+6 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 117% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
bladed hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +6 Str defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 422.2 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
cashmere wizard hat 'Godor' (12 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Spell Crit +6% Spellpower +20 (+13 eff.) Spellpower/crit +8 Damage +16% fire Accuracy +15 (+6 eff.) Ignore Armor +3 defense ------ Defense +12 (+6 eff.) Resistance +2% physical +24% fire A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Issotir' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Con +6 Wil offense ------ Mindpower +15 (+8 eff.) Damage +16% nature defense ------ Defense +2 (+1 eff.) Resistance +24% nature +9% fire Unlife -80.00 life Blind Resist +20% other ------- Infravision +3 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Venomreeve' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+3 eff.) Damage +9% acid Ignore resists +25% nature +10% acid defense ------ Defense +2 (+1 eff.) Resistance +6% lightning +6% cold +9% light +15% acid A pointy cloth hat, very wizardly... |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of knowledge (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mind Crit +2% Mindpower +12 (+6 eff.) Damage +8% darkness +7% physical defense ------ Defense +2 (+1 eff.) Resistance +7% darkness +8% physical other ------- Max hate +7.00 A pointy cloth hat, very wizardly... |
hardened leather hat 'Belyrand' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Wil +6 Cun +4 Con offense ------ Physical Power +20 (+5 eff.) Ignore Armor +2 When Hit 6 mind defense ------ Armor +3 Fatigue +3% Resistance +4% physical other ------- Light +3 See Invisibility +6 A hat made of leather. Very stylish. |
stabilizing hardened leather hat of dexterity (+4) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +3 Fatigue +3% Physical save +10 (+3 eff.) A hat made of leather. Very stylish. |
miner's rough leather cap of constitution (+2) (0 def, 2 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +2 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-10 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-5 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Malodurak (0 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Str +4 Dex +8 Wil offense ------ Physical Crit +4.0% Physical Power +9 (+2 eff.) Damage +21% arcane Ignore resists +10% physical defense ------ Armor +9 Fatigue +3% Resistance +5% arcane +10% physical Physical save +10 (+3 eff.) A hat made of leather. Very stylish. |
Nerumikira the Shadowspike (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Crit +5.0% Damage +9% darkness defense ------ Armor +3 Fatigue +3% Resistance +10% blight +8% cold +7% nature +11% fire other ------- Stamina/turn +2.00 Stamina when Hit +1.00 EQ when Hit +1.50 A hat made of leather. Very stylish. |
miner's hardened leather cap of the depths (0 def, 5 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +3% Resistance +10% cold other ------- Infravision +1 Breathe water A cap made of leather. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +4 Str defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 422.2 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of ire (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +8 Str +2 Con defense ------ Armor +4 Fatigue +4% Physical save +8 (+2 eff.) Mind save +7 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.6 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+9 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+9 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
151 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. |
brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 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. |
Fogtrial the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +1 Cun offense ------ Mindpower +10 (+5 eff.) Ignore resists +10% mind +19% all Ignore Armor +14 When Hit 2 darkness defense ------ Resistance +6% darkness Life +51.00 other ------- Hate-on-crit +2.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +7 (+3 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
void-walker's alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego+] Arcane/Psionic While equipped: defense ------ Resistance +7% cold +7% temporal Mind save +7 (+3 eff.) Out-of-Phase Defense +12 Out-of-Phase Resistance +12% Out-of-Phase Resilience +10% other ------- Light +4 See Stealth +10 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Brightgash the dwarven lantern1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +11 Wil +4 Con offense ------ Physical Crit +5.0% Critical power +18.00% Physical Power +9 (+2 eff.) Damage +6% fire +9% mind +3% light Ignore resists +5% light +5% fire defense ------ Resistance +10% blight +3% fire +6% light Life Regen +10.00 other ------- Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful second skin0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
powerful air recycler0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edge0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +16 Critical Rate +16.0% Tinkers can be attached to normal items to improve them with steam power! |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
dream-smith's dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str offense ------ Damage +5% mind +5% fire defense ------ Mind save +8 (+3 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +5 Str defense ------ Fatigue -6% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+4 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Darkwreck [power 240] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +8 Wil +5 Cun offense ------ When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Resistance +6% darkness Blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
Shockwish the yew totem of stinging [power 284] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +7 Str offense ------ Physical Crit +2.0% Ignore resists +10% lightning +20% physical defense ------ Armor +16 other ------- Stamina/turn +2.00 Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
cleansing elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
evasive ash wand of shielding [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Beturiath the Kruk Yeti Bulwark level 3
11st Retaking 124th year of Ascendancy at 10:10 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Beturiath the Kruk Yeti Bulwark level 13
30th Retaking 124th year of Ascendancy at 03:43 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Beturiath the Kruk Yeti Bulwark level 30
40th Pain 124th year of Ascendancy at 00:37 see stats
I did not want that! (Insane (Roguelike) difficulty)
Tricked Nektosh into killing one of his own people.By Beturiath the Kruk Yeti Bulwark level 34
29th Loss 124th year of Ascendancy at 05:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Beturiath the Kruk Yeti Bulwark level 10
20th Retaking 124th year of Ascendancy at 14:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Beturiath the Kruk Yeti Bulwark level 20
17th Revenge 124th year of Ascendancy at 07:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Beturiath the Kruk Yeti Bulwark level 30
39th Pain 124th year of Ascendancy at 22:41 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Beturiath the Kruk Yeti Bulwark level 40
46th Loss 124th year of Ascendancy at 00:50 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Beturiath the Kruk Yeti Bulwark level 41
50th Loss 124th year of Ascendancy at 16:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Beturiath the Kruk Yeti Bulwark level 34
28th Loss 124th year of Ascendancy at 07:48 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Beturiath the Kruk Yeti Bulwark level 29
38th Pain 124th year of Ascendancy at 18:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Beturiath the Kruk Yeti Bulwark level 36
41st Loss 124th year of Ascendancy at 13:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Beturiath the Kruk Yeti Bulwark level 21
19th Revenge 124th year of Ascendancy at 14:09 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Beturiath the Kruk Yeti Bulwark level 35
39th Loss 124th year of Ascendancy at 19:37 see stats
Log
Naga myrmidon hits Beturiath for (38 blocked), 0 physical (0 total damage).
Poison from Naga myrmidon hits Beturiath for (77 blocked), 0 nature (0 total damage).
Beturiath prepares for the next kill!
Melee retaliation killed Naga myrmidon!
Thunderstorm hits Beturiath for (14 blocked), 0 lightning (0 total damage).
--------------------------------
Beturiath picks up (Z.): balanced deep-steel trident (130% power, 10 apr).
--------------------------------
Poison from Naga myrmidon hits Beturiath for (57 blocked), 0 nature (0 total damage).
--------------------------------
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Beturiath slows down.
Beturiath misses Ivurille the Guardian.
Beturiath hits Ivurille the Guardian for 51 physical, 10 lightning, 10 cold (71 total damage).
Melee retaliation hits Beturiath for (19 antimagic), 0 fire (0 total damage).
Talent Vitality is ready to use.
Poison from Naga myrmidon hits Beturiath for (37 antimagic), 20 nature (20 total damage).
Ivurille the Guardian uses Evasion.
Ivurille the Guardian tries to evade attacks.
Ivurille the Guardian uses Dual Strike.
Ivurille the Guardian performs a melee critical strike against Beturiath!
Beturiath resists the stunning strike!
Ivurille the Guardian performs a melee critical strike against Beturiath!
Ivurille the Guardian deactivates Stealth.
Ivurille the Guardian hits Beturiath for 73 physical, (37 antimagic), 13 darkness, 131 physical (217 total damage).
Melee retaliation hits Ivurille the Guardian for 10 lightning, 7 acid, 10 lightning, 7 acid (33 total damage).
Beturiath the level 42 kruk yeti bulwark was chopped into tiny pieces to death by Ivurille the Guardian on level 1 of Ruined Dungeon.






































































































































