











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Embers 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:
Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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: Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 28 / 65% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 15 on the 7th Flare 122nd year of Ascendancy at 21:41 3 / 3Killed by Yvimiwe the storm wyrm at level 23 on the 3rd Decay 122nd year of Ascendancy at 02:24 Killed by Adith the bone giant at level 27 on the 23rd Regrowth 123rd year of Ascendancy at 12:34 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 64 (base 48) |
| Constitution | 26 (base 10) |
| Magic | 44 (base 44) |
| Willpower | 21 (base 10) |
| Cunning | 45 (base 31) |
Resources
| Life | 763/763 |
| Mana | 167/167 |
| Stamina | 218/218 |
| Steam | 60/100 |
| Healing Factor | 1.2616586254954 |
| Regeneration | 25.605574107009 |
Speed
| Mental | +18.24582049534% |
| Attack | 0% |
| Movement | +45% |
| Spell | +18.24582049534% |
| Global | +126% |
Vision
| Sight | 12 |
| Lite | -995 |
| Infravision | 15 |
| See Stealth | 61.045069181528 |
| See Invisible | 61.045069181528 |
| Stealth | 55 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 44 |
| Crit Chance | 75% |
| APR | 44 |
| Speed | 0.76 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 44 |
| Crit Chance | 56% |
| APR | 26 |
| Speed | 0.85 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 14% |
| Speed | 0.84569585276751 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +9% |
| Temporal | +5% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Physical | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 16 (35.65183292883%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 35 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 13%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 9%( 70%) |
| Lightning | + 6%( 70%) |
| Mind | + 14%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 23% |
| Bleed Resistance | 50% |
| Confusion Resistance | 69% |
| Stun Resistance | 40% |
| Disarm Resistance | 100% |
| Poison Resistance | 50% |
| Blind Resistance | 23% |
Inscriptions (3/3)
| 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 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 25% for 2 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Chant of Fortitude |
| talent | Essence of Speed |
| talent | Shadow Combat |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.0 and stamina regeneration by 1.7. Soothing Darkness |
| beneficial effect | Parrying melee and ranged attacks: Has a 53% chance to deflect up to 18 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 chunk of ghoul flesh. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bear paw. * You've found the needed skeleton mage skull. Marus of Elvala has completed an elixir of mastery without your aid. 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 xorn fragment. * You've found the needed length of troll intestine. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | undeterred pair of hardened leather boots of speed (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Stealth +4 Silence Resist +23% Confus Resist +28% Stun Resist +20% other ------- Talents +2 Moss Tread A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hanuthad (5 def, 3 armour) =blink=2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% defense ------ Armor +3 Defense +5 (+1 eff.) Fatigue +1% Resistance +6% darkness Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +8 Sight +2 See Stealth +15 See Invisibility +15 A cap made of leather. |
| On hands | Brodorand the dwarven-steel gauntlets (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% blight defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Crit Resistance 15.00% Unlife -80.00 life Life Regen +6.00 Disarm Resist +100% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.10 Max stamina +18.00 Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron torque of gale force 'Yvayata' [power 105] (13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +4 Con offense ------ Physical Crit +2.0% Ignore resists +5% physical defense ------ Unlife -20.00 life other ------- Stamina/turn +3.00 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Zagen'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Wil +3 Con offense ------ Spell Crit +1% Damage +6% blight defense ------ Fatigue -7% Spell save +13 (+6 eff.) Blind Resist +23% other ------- Encumbrance +26 Mana/turn +0.04 Mana-on-crit +2.00 Max mana +40.00 Max stamina +22.00 Infravision +4 See Stealth +14 See Invisibility +14 Rings make your fingers look great! |
| On fingers | copper ring 'Glulelraba'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +5 Wil +5 Cun offense ------ Physical Crit +3.0% Mind Crit +2% Mindpower +6 (+3 eff.) When Hit 8 physical defense ------ Armor +4 other ------- Max hate +6.00 Rings make your fingers look great! |
| Around neck | Zubiriata0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Resistance +3% blight +6% fire +11% mind +3% lightning Unlife -60.00 life Confus Resist +21% Amulets make your neck look great! |
| In main hand | Dagger of the Past (25-32 power, 40 apr) 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 0% Cun, 50% Mag, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +40.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
| Around waist | rough leather belt 'Naturestalker'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Physical Power +3 (+1 eff.) Ignore resists +20% physical When Hit 2 acid On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Spell save +5 (+3 eff.) other ------- Stamina/turn +1.00 Size +1 A belt that goes around your waist. |
| In off hand | steel dagger 'Islyranne' (18-23 power, 22 apr) 1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +22 Critical Rate +21.0% Attack Speed 100% On-hit +8 blight On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Critical power +5.00% Physical Power +7 (+3 eff.) Spellpower/crit +2 defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
| Cloak | cashmere cloak 'Gifast' (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str +4 Wil +6 Cun +1 Con offense ------ Mind Crit +6% Mindpower +10 (+5 eff.) Damage +6% mind defense ------ Defense +2 (+0 eff.) Resistance +12% blight +10% cold +26% nature Mind save +6 (+3 eff.) Life Regen +3.00 Healmod +13% other ------- Hate-on-crit +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Durytodir (6 def, 4 armour) 9.0 Encumbrance T2 light armor [Rare] Master While equipped: Stats +7 Str +10 Dex +3 Con defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +19% acid Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% A suit of armour made of leather. |
Inventory
medical injector implant of the duelist (efficiency 154% / cooldown 69%)0.1 Encumbrance T1 implant scroll [Ego] 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 154% efficiency and cooldown mod of 69%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 139% / cooldown 64%)0.1 Encumbrance T1 implant scroll [Ego] 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 139% efficiency and cooldown mod of 64%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 13)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 64 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 168; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 647%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 625%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 607%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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 |
movement infusion of the warrior (speed 520%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% 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. 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 psychic (res 20%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 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 20%; physical; dur 3; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% 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 |
wild infusion of the warrior (res 21%; magical, physical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the duelist (range 5; phase 18; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 17; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 5; phase 19; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 14 Usage Speed: Spell (85% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 760% over 10 turns; mana 38; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (85% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 760% for 10 turns (75 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 310; dur 6; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 310 damage for 6 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 253; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 253 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 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: Fiery 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: Fungal Web0.1 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: Grounding Strap0.1 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: 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: 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. |
3 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: Rustproof 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: Saw 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: 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: Shocking 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: Solid 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: Spike Attachment0.1 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: 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. |
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. |
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. |
schematic: Waterproof 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. |
Demontorrent0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil offense ------ Mindpower +6 (+3 eff.) Damage +15% darkness Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Resistance +9% darkness +6% cold Mind save +7 (+3 eff.) Confus Resist +12% Amulets make your neck look great! |
Frostfame the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Critical power +10.00% Damage +15% arcane Ignore resists +5% mind defense ------ Resistance +9% cold other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
clarifying copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +10% mind Confus Resist +23% Amulets make your neck look great! |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper amulet of magic (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
restful copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
restful copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+9 eff.) Spell save +15 (+7 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
insulating steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +16% fire +15% cold Amulets make your neck look great! |
starlit steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +12% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet 'Sunblur'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +10 (+4 eff.) Damage +15% light +6% physical When Hit 4 light defense ------ Armor +11 Defense +6 (+1 eff.) Max Resistance +4% all Physical save +12 (+7 eff.) Amulets make your neck look great! |
gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.22 Max mana +27.00 Amulets make your neck look great! |
gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light 6 darkness Damage +8% light +7% darkness When Hit: * 9% chance to reduce damage dealt by 19% * 8% chance to blind Amulets make your neck look great! |
grounding gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +17% lightning Stun Resist +22% Amulets make your neck look great! |
Khelyntir0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +2 Wil +3 Cun +2 Con offense ------ Mind Crit +3% defense ------ Crit Resistance 10.00% Physical save +4 (+3 eff.) other ------- See Invisibility +12 Rings make your fingers look great! |
Xerebrenne0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Resistance +4% physical +22% cold Mind save +3 (+1 eff.) Cut Resist +10% Rings make your fingers look great! |
copper ring 'Voidrain'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% acid +6% nature +18% darkness Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Resistance +20% acid +3% mind +3% darkness Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% 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. Rings make your fingers look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
mule's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Stun Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
psionicist's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +4 (+2 eff.) Rings make your fingers look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+5 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
sneakthief's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +4 Dex offense ------ Accuracy +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+4 eff.) Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Flamedeath0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +15% cold Ignore resists +25% fire When Hit 10 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Mind save +7 (+3 eff.) Confus Resist +31% Rings make your fingers look great! |
Lightwarden0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +8 (+3 eff.) Spellpower +8 (+4 eff.) Mindpower +6 (+3 eff.) Ignore resists +20% acid When Hit 6 light defense ------ Resistance +6% light +24% acid Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.6 Power cost 43 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
solipsist's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) Rings make your fingers look great! |
psionicist's gold ring of darkness (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Mind save +8 (+4 eff.) Rings make your fingers look great! |
titan's gold ring of lightning (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +13% lightning defense ------ Resistance +26% lightning Physical save +8 (+5 eff.) Rings make your fingers look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger 'Layith' (10-13 power, 5 apr) =str 3 con 2=1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness Damage Against +5% Living On-crit, radius 2 +16 physical While equipped: Stats +3 Str +2 Con defense ------ Physical save +3 (+3 eff.) Unlife -40.00 life Sharp, short and deadly. |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
thought-forged dwarven-steel dagger of massacre (26-34 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 26.5 - 34.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 mind On Hit: * 16% chance to reduce all saves and defense by 23 While equipped: Stats +3 Cun +3 Wil Sharp, short and deadly. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+4 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 22 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 42.34 to 127.03 lightning damage (84.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Physical save +15 (+9 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
drakeskin leather armour 'Abysswalker' (20 def, 8 armour)9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +21% acid +23% cold +12% blight +6% fire Life +44.00 Disease Resist +15% A suit of armour made of leather. It was changed by the digestive sack. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Emilaith (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +8 Str +2 Wil +3 Cun +2 Con defense ------ Defense +1 (+0 eff.) Resistance +5% arcane +15% cold +0% nature +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivyyabeth (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Resistance +11% temporal +10% darkness +0% cold +0% nature +5% arcane Healmod +5% Poison Resist +20% Pinning Resist +10% Stun Resist +10% Out-of-Phase Defense +11 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zerynik' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +6 Str offense ------ Physical Crit +1.0% Ignore resists +15% physical defense ------ Defense +1 (+0 eff.) Life +35.00 other ------- Stamina/turn +1.00 Max stamina +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) =str 1 con 2=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Moldire (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Damage +3% mind Ignore resists +20% darkness When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 49% * 20% chance to reduce all saves and defense by 23 defense ------ Defense +2 (+0 eff.) Resistance +0% cold +9% darkness +0% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +19% temporal Out-of-Phase Defense +18 Out-of-Phase Resistance +12% Out-of-Phase Resilience +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of rushing (0 def, 1 armour) =str 2 con 3=2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.0 Power cost 22 out of 25/25. Range 8 Cooldown: 25 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. A pair of boots made of leather. |
Ce'Nalaith the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Wil +4 Con offense ------ Critical power +20.00% Spellpower/crit +4 defense ------ Armor +2 Physical save +27 (+15 eff.) Spell save +6 (+3 eff.) Mind save +7 (+3 eff.) Disarm Resist +38% Pinning Resist +20% other ------- Max mana +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nibressra (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Dex +4 Wil +3 Cun offense ------ Spell Crit +3% On-Hit 10 lightning Damage +6% lightning +3% temporal +9% arcane +9% blight Ignore resists +10% temporal defense ------ Armor +6 Fatigue +3% Resistance +7% lightning Physical save +8 (+5 eff.) Mind save +8 (+4 eff.) Life +46.00 other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Huroddagorn the dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 10 physical Damage +6% mind +8% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +8 Fatigue +3% Resistance +15% cold Crit Resistance 10.00% Cut Resist +20% Confus Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Emeleseta (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% temporal On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Armor +3 Fatigue +5% Resistance +3% acid Life Regen +5.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +1.60 Hate-on-crit +4.00 Max stamina +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Dagohor the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Physical Crit +7.0% Physical Power +20 (+7 eff.) Damage +12% mind Ignore Armor +4 defense ------ Defense +2 (+0 eff.) Resistance +12% mind Physical save +9 (+6 eff.) A pointy cloth hat, very wizardly... |
Emeledhevea (0 def, 1 armour) =str 4 con 3=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Critical power +5.00% Damage +3% mind defense ------ Armor +1 Fatigue +1% Resistance +3% cold other ------- Stamina/turn +2.00 A cap made of leather. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 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. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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 (+1 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+4 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. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
384 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. |
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. |
mastercraft waterproof coating0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groove0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
potent frost salve [power 13] potent frost salve [power 13]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
Hellsmonster (dig speed 31 turns) =stats=3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +6 Str +7 Wil +6 Con offense ------ When Hit 6 fire defense ------ Resistance +9% fire other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
ash totem of stinging 'Arthudan' [power 170] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Wil +2 Mag other ------- Mana-on-crit +1.00 Max mana +40.00 Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Uramas the yew totem of healing [power 302] (13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Armor +2 Resistance +6% acid Mind save +12 (+6 eff.) Unlife -80.00 life Cut Resist +20% Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 turn cooldown 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Yvoth [power 242] (13 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% mind When Hit 6 mind defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max hate +4.00 Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Zubyma the Shadeenvy [power 110] (13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex offense ------ Damage +12% physical Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Defense +10 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 13 turn cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
well-made acid groove0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By actual baby mode the Halfling Shadowblade level 18
39th Dusk 122nd year of Ascendancy at 18:46 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By actual baby mode the Halfling Shadowblade level 23
1st Decay 122nd year of Ascendancy at 12:56 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By actual baby mode the Halfling Shadowblade level 27
22nd Regrowth 123rd year of Ascendancy at 16:19 see stats
Got eggs? (Insane (Adventure) difficulty)
Finish the Pikataclysm event.By actual baby mode the Halfling Shadowblade level 21
72nd Haze 122nd year of Ascendancy at 14:23 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By actual baby mode the Halfling Shadowblade level 10
5th Mirth 122nd year of Ascendancy at 19:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By actual baby mode the Halfling Shadowblade level 20
49th Haze 122nd year of Ascendancy at 06:05 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By actual baby mode the Halfling Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 03:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By actual baby mode the Halfling Shadowblade level 18
44th Haze 122nd year of Ascendancy at 06:55 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By actual baby mode the Halfling Shadowblade level 26
17th Regrowth 123rd year of Ascendancy at 03:06 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By actual baby mode the Halfling Shadowblade level 24
8th Decay 122nd year of Ascendancy at 07:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By actual baby mode the Halfling Shadowblade level 15
7th Flare 122nd year of Ascendancy at 22:59 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Today is the 53rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:01.
There is a way to the next level here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 72 turns (stop reason: at exit).


































































































































