










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.
Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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! Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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:
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: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Alchemist |
| Level / Exp | 30 / 75% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted skeleton warrior at level 30 on the 3rd Mirth 123rd year of Ascendancy at 01:47 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 34 (base 15) |
| Constitution | 22 (base 13) |
| Magic | 93 (base 60) |
| Willpower | 64 (base 43) |
| Cunning | 61 (base 21) |
Resources
| Life | -220/659 |
| Mana | 194/620 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 4.6852707083009 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 14 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 32 |
| Crit Chance | 26% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 50% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Nature | +3% |
| Temporal | +3% |
| Lightning | +25% |
| Arcane | +40% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +30% |
| Light | +30% |
| Temporal | +30% |
| Nature | +35% |
| Cold | +30% |
| Mind | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 11 (35.65183292883%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 42 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 45%( 70%) |
| Arcane | + 33%( 70%) |
| Cold | + 43%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 25%( 70%) |
| Physical | + 17%( 70%) |
| Lightning | + 48%( 70%) |
| Fire | + 37%( 70%) |
| Mind | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 19% |
| Confusion Resistance | 42% |
| Blind Resistance | 44% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (53 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Lisekira the poison ivy. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by arcane amplification drone. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You offered your services to the Assassin Lord, abandoning the lost merchant to his fate. The Assassin Lord promised (threatened?) to contact you later with orders. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 50% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | 154 alchemist ruby0.0 Encumbrance T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
| Light source | Aeryth2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% physical +6% darkness +5% arcane Physical save +6 (+3 eff.) Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Issiroddathel the hardened leather cap (0 def, 3 armour) =dex=2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Cun +9 Dex offense ------ Damage +12% arcane Ignore Armor +10 When Hit 4 arcane defense ------ Armor +3 Fatigue +3% Resistance +5% arcane A cap made of leather. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Alahad0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +12 Wil +6 Cun offense ------ Spellpower +6 (+2 eff.) Mindpower +8 (+3 eff.) Damage +15% acid When Hit 6 acid defense ------ Resistance +9% acid Spell save +8 (+3 eff.) Rings make your fingers look great! |
| On fingers | Emelitira0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Cun +5 Dex offense ------ Spellpower/crit +2 Ignore Shields +20% Accuracy +14 (+6 eff.) Ignore Armor +7 defense ------ Defense +8 (+2 eff.) Physical save +6 (+3 eff.) Life Regen +2.00 Stun Resist +20% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. 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 143% 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! |
| Around waist | hardened leather belt 'Blindwind'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +6.00% Physical Power +3 (+1 eff.) Damage +3% nature Ignore resists +10% nature +5% light When Hit 8 light defense ------ Resistance +7% acid +12% light +6% fire +7% cold +7% lightning Life +39.00 A belt that goes around your waist. |
| In main hand | shimmering elven-wood magestaff of might (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Spellpower +12 (+3 eff.) Damage +25% lightning other ------- Mana/turn +0.15 Max mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +4 (+1 eff.) On-Hit 9 arcane Damage +6% arcane defense ------ Armor +7 Resistance +5% arcane Mind save +7 (+2 eff.) Life +55.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+4 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Beludurig the Arcraptor (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +5% lightning +25% mind When Hit 8 lightning defense ------ Defense +1 (+0 eff.) Resistance +12% lightning +6% cold Physical save +6 (+3 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Icesting0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Wil +5 Cun +4 Con offense ------ Move Speed +10% Damage +3% temporal Ignore resists +5% cold +5% temporal defense ------ Fatigue -5% Resistance +14% mind Life Regen +2.00 Confus Resist +32% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 229; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 502%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% 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. |
wild infusion of the psychic (res 28%; mental; dur 2; 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 2 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 |
manasurge rune (regen 1133% over 10 turns; mana 56; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1133% for 10 turns (73 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 138; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 250; dur 3; 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 250 damage for 3 turns. 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. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 318; dur 5; 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 318 damage for 5 turns. 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. Press to compare to your current inscriptions |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% lightning Stun Resist +22% Amulets make your neck look great! |
wanderer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
grounding steel amulet of constitution (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% lightning Stun Resist +24% Amulets make your neck look great! |
starlit steel amulet of strength (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str defense ------ Resistance +13% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
warrior's steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +7% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
psionicist's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 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! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Xanurin the steel ring =con=0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Con offense ------ Mind Crit +2% Spellpower/crit +8 Ignore resists +5% blight When Hit 6 mind defense ------ Physical save +8 (+4 eff.) other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
enhanced steel battleaxe of evisceration (17-26 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego++] Nature/Master Weapon Damage 17.5 - 26.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +9 Dex +7 Mag +7 Wil +5 Cun +5 Con offense ------ Physical Crit +10.0% Physical Power +10 (+5 eff.) Massive two-handed battleaxes. |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Chalunarihad the steel waraxe (15-21 power, 3 apr) =con=3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con +5 Wil offense ------ Physical Crit +7.0% defense ------ Armor +2 Resistance +6% blight +5% arcane +3% acid Life +22.00 One-handed war axes. |
dwarven-steel dagger (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Normal] Weapon Damage 20.5 - 26.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Sharp, short and deadly. |
harmonious thorny mindstar (7-7 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +6% nature Ignore resists +5% nature defense ------ Resistance +4% nature other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
stralite steamgun of enduring4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +9 Con +9 Wil defense ------ Life +66.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of piercing4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% all Accuracy +13 (+6 eff.) Ignore Armor +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of recursion4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 Shoot Steam Pool [Ego+] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of stralite shots of grasping (23/23, 51-61 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego++] Nature/Master Weapon Damage 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +12.5% Capacity 23 On Hit: * 20% chance to create vines that bind the target to the ground dealing 181 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots of amnesia (18/18, 51-61 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Master/Psionic Weapon Damage 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
coruscating stralite shield of resistance (0 def, 8 armour, 139 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str offense ------ When Hit 4 fire defense ------ Armor +8 Fatigue +8% Resistance +7% acid +19% fire +9% lightning +10% cold other ------- Talents +1 Block Handheld deflection devices. |
Ragomahir the linen robe (0 def, 0 armour) =con=2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +5 Con offense ------ Critical power +10.00% Mindpower +15 (+5 eff.) Damage +12% cold Ignore Armor +2 defense ------ Resistance +18% cold +7% all Physical save +6 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Glewe' (20 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +2 Mag offense ------ Critical power +5.00% Damage +24% lightning +10% temporal +10% physical Ignore resists +7% temporal +17% physical Accuracy +5 (+2 eff.) defense ------ Defense +20 (+5 eff.) Resistance +36% lightning +9% all Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour 'Sleetmalice' (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Random Unique] Nature/Master While equipped: Stats +3 Wil offense ------ Mind Crit +2% Critical power +5.00% Damage +3% cold When Hit 6 mind defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +17% blight +7% physical +16% darkness +18% acid Physical save +13 (+6 eff.) other ------- Max hate +4.00 Light +1 A suit of armour made of leather. |
prismatic reinforced leather armour of the void (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Arcane While equipped: offense ------ On-Hit 7 darkness On-Ranged-Hit 7 darkness defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +19% temporal +33% darkness +13% light Out-of-Phase Defense +16 Out-of-Phase Resistance +11% Out-of-Phase Resilience +14% Blink to a nearby random location (rad 11) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
enlightening stralite mail armour of delving (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training ,Str 38 [Ego++] Master/Psionic While equipped: Stats +6 Str +6 Cun +5 Wil defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +13% darkness +5% physical Mind save +15 (+5 eff.) other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.4 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Alinarinik the Brandglory (1 def, 0 armour) =con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Ignore resists +15% acid +20% fire +5% mind When Hit 8 fire defense ------ Defense +1 (+0 eff.) Resistance +3% acid +12% fire 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 hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +18 (+7 eff.) defense ------ Defense +2 (+0 eff.) Fatigue -6% Life +57.00 other ------- Max stamina +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Garolach (21 def, 7 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Dex defense ------ Armor +7 Defense +21 (+5 eff.) Fatigue +3% Resistance +8% lightning +5% temporal Unlife -60.00 life Life +60.00 Healmod +5% Disarm Resist +20% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 Encumbrance T4 feet armor Reqs - Heavy armour training [Unique] Psionic While equipped: offense ------ Physical Power +12 (+6 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
radiant rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +6 (+3 eff.) On-Hit 7 light Damage +4% light defense ------ Armor +1 Resistance +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duathelfoe (0 def, 2 armour) =str=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +5 Mag +2 Wil +2 Cun offense ------ Damage +6% darkness Ignore resists +5% darkness defense ------ Armor +2 Resistance +15% lightning +3% darkness Physical save +6 (+3 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Saludhelaith' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +4 Dex +5 Mag +4 Wil offense ------ Physical Power +6 (+3 eff.) Spellpower +8 (+2 eff.) On-Hit 7 arcane Damage +16% arcane Accuracy +13 (+6 eff.) When Hit 6 mind defense ------ Armor +2 Resistance +9% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Hazerip the dwarven-steel gauntlets (0 def, 16 armour) =con=1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +8 Con offense ------ Physical Power +7 (+3 eff.) Damage +12% arcane Ignore resists +20% cold defense ------ Armor +16 Hardiness +9% Fatigue +3% Resistance +6% cold +6% physical Life Regen +1.00 other ------- Stamina/turn +1.00 Max stamina +15.00 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. |
heroic voratun gauntlets of the starseeker (0 def, 6 armour)1.5 Encumbrance T4 hands armor Reqs - Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +4 Mag defense ------ Armor +6 Fatigue +5% Resistance +8% light +8% darkness Mind save +6 (+2 eff.) Life +71.00 other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 70.80 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Marduderobar' (21 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +11% nature Ignore resists +5% physical defense ------ Defense +21 (+5 eff.) Resistance +16% nature +2% physical Unlife -40.00 life A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Shield Power +7% Life Regen +2.50 A pointy cloth hat, very wizardly... |
rough leather cap 'Cinderbraid' (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +1 Wil offense ------ Mindpower +20 (+7 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% fire +7% cold other ------- Max psi +10.00 Breathe water A cap made of leather. |
Anemas (5 def, 10 armour) =con=2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Str +8 Con defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +3% Resistance +9% fire +10% cold +4% all Physical save +7 (+3 eff.) Mind save +3 (+1 eff.) other ------- Hate-on-crit +2.00 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 25.7 Physical damage. If the attack hits, the target is confused (35% 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 cap made of leather. |
iron helm 'Glorugana' (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +2 Str defense ------ Armor +3 Fatigue +5% Resistance +6% lightning Unlife -20.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 alchemist opal0.0 Encumbrance T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
4 alchemist amethyst0.0 Encumbrance T2 violet alchemist-gem [Normal] When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
35 alchemist onyx0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
4 alchemist garnet0.0 Encumbrance T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
192 alchemist quartz0.0 Encumbrance T3 white alchemist-gem [Normal] When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
102 alchemist pearl0.0 Encumbrance T5 white alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 (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. |
Yvida the yew totem of healing [power 260] (15 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +6% blight +9% fire +6% light Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 turn cooldown 100% to increase all damage by 21% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Verve the Higher Alchemist level 20
76th Haze 122nd year of Ascendancy at 03:59 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Verve the Higher Alchemist level 15
36th Haze 122nd year of Ascendancy at 11:30 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Verve the Higher Alchemist level 21
10th Allure 123rd year of Ascendancy at 13:06 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Verve the Higher Alchemist level 23
1st Regrowth 123rd year of Ascendancy at 12:00 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Verve the Higher Alchemist level 10
79th Dusk 122nd year of Ascendancy at 02:17 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Verve the Higher Alchemist level 20
75th Haze 122nd year of Ascendancy at 01:09 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Verve the Higher Alchemist level 30
79th Pyre 123rd year of Ascendancy at 18:04 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Verve the Higher Alchemist level 28
71st Pyre 123rd year of Ascendancy at 20:23 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Verve the Higher Alchemist level 24
78th Regrowth 123rd year of Ascendancy at 00:06 see stats
Santassacre! (Nightmare (Roguelike) difficulty)
Killed the little helper elves after saving them!By Verve the Higher Alchemist level 28
71st Pyre 123rd year of Ascendancy at 21:42 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Verve the Higher Alchemist level 30
2nd Mirth 123rd year of Ascendancy at 11:07 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Verve the Higher Alchemist level 16
59th Haze 122nd year of Ascendancy at 10:31 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Verve the Higher Alchemist level 12
8th Haze 122nd year of Ascendancy at 14:47 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Verve the Higher Alchemist level 12
4th Haze 122nd year of Ascendancy at 02:24 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Verve the Higher Alchemist level 24
21st Regrowth 123rd year of Ascendancy at 08:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Verve the Higher Alchemist level 16
58th Haze 122nd year of Ascendancy at 21:02 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Verve the Higher Alchemist level 26
38th Pyre 123rd year of Ascendancy at 00:47 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Verve the Higher Alchemist level 17
61st Haze 122nd year of Ascendancy at 23:26 see stats
Log
Verve is recovering from the damage!
Corrupted skeleton warrior performs a melee critical strike against Verve!
Corrupted skeleton warrior's blood frenzy intensifies!
Verve is dazed!
Corrupted skeleton warrior performs a melee critical strike against Verve!
Verve is not dazed anymore.
Arcane amplification drone starts to bleed.
Arcane amplification drone is silenced!
Character control switched to Moxie (servant of Verve).
Corrupted skeleton warrior's blood frenzy intensifies!
Corrupted skeleton warrior misses Verve.
Verve HEALS from cold damage!
Melee retaliation hits Corrupted skeleton warrior for 0 lightning, 0 light, 0 arcane, 0 acid, 0 fire, 0 lightning, 0 light, 0 arcane, 0 acid, 0 fire, 0 lightning, 0 light, 0 arcane, 0 acid, 0 fire, 0 lightning, 0 acid, 0 fire, 0 arcane, 0 light, 0 lightning, 0 acid, 0 fire, 0 arcane, 0 light (0 total damage).
Corrupted skeleton warrior hits Verve for 125 physical, 2 acid, 3 fire, 3 cold, 1 healing, 2 lightning, 121 physical, 2 acid, 4 fire, 3 cold, 1 healing, 2 lightning, 188 physical, 2 acid, 4 fire, 3 cold, 1 healing, 3 lightning, 123 physical (600 total damage) [5 healing].
Corrupted skeleton warrior killed Verve!
Corrupted skeleton warrior uses Heartseeker.
Ran for 3 turns (stop reason: taken damage).
Your shield crumbles under the damage!
The shield around Moxie (servant of Verve) crumbles.
Corrupted skeleton warrior hits Moxie (servant of Verve) for (100 absorbed), 213 physical, 5 acid, 9 fire, 8 cold, 5 lightning, 150 physical, 4 acid, 9 fire, 7 cold, 6 lightning (420 total damage).
Corrupted skeleton warrior is no longer evading attacks.
Corrupted skeleton warrior uses Dual Strike.
Corrupted skeleton warrior performs a melee critical strike against Moxie (servant of Verve)!
Corrupted skeleton warrior's blood frenzy intensifies!
Moxie (servant of Verve) is stunned!
Character control switched to Verve.
Corrupted skeleton warrior hits Moxie (servant of Verve) for 205 physical, 4 acid, 9 fire, 7 cold, 6 lightning, 176 physical (411 total damage).
Verve the level 30 higher alchemist was cleaved to death by corrupted skeleton warrior on level 6 of Dreadfell.

























































































































