












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions Revised (Wide) 1.7.0gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that Original description: This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version: Known bugs: Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature 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:
Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Writhing One |
Level / Exp | 35 / 79% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 26 (base 13) |
Dexterity | 52 (base 40) |
Constitution | 24 (base 13) |
Magic | 73 (base 60) |
Willpower | 30 (base 10) |
Cunning | 69 (base 41) |
Resources
Life | 1220/1220 |
Mana | 204/284 |
Insanity | 0/100 |
Healing Factor | 1.2472674059366 |
Regeneration | 19.020827940533 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 77.975641342752 |
See Invisible | 77.975641342752 |
Offense: Mainhand
Damage | 66 |
Accuracy | 55 |
Crit Chance | 28% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 61 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Blight | +32% |
Arcane | +14% |
Mind | +16% |
All | +7% |
Darkness | +70% |
Temporal | +20% |
Physical | +33% |
Lightning | +25% |
Nature | +22% |
Offense: Damage Penetration
Lightning | +25% |
Light | +20% |
Blight | +10% |
Physical | +29% |
Mind | +20% |
Darkness | +13% |
Defense: Base
Armour (hardiness) | 24 (50.65183292883%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 61 |
Mental Save | 59 |
Defense: Resistances
Acid | + 37%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 53%( 70%) |
All | + 33%( 70%) |
Physical | + 45%( 70%) |
Lightning | + 60%( 70%) |
Light | + 55%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 35%( 70%) |
Darkness | + 58%( 70%) |
Fire | + 43%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 38% |
Teleport Resistance | 20% |
Silence Resistance | 43% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 655 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Disfigured face | 1.53 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Demented / Controlled horrors | 1.53 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Premonition |
talent | Chant of Fortress |
talent | Chaos Orbs |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 ice 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 145. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of luminous horror dust. * You've found the needed electric eel tail. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed storm wyrm claw. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within10 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. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +3% Silence Resist +23% Confus Resist +28% Stun Resist +26% Evasion: (Instant) Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +4% Mindpower +7 (+2 eff.) Damage +17% darkness, +11% physical defense ------ Defense +2 (+1 eff.) Resistance +8% darkness, +8% physical +5% arcane, +9% light Teleport Resist +20% other ------- Max hate +8.00 Max psi +10.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +6% temporal Ignore resists +20% lightning When Hit 2 temporal defense ------ Resistance +3% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown 100% to heal for 55. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats Str +2, Dex +2, Mag +2, Wil +7 Cun +8, Con +2 offense ------ Mindpower +8 (+3 eff.) defense ------ Resistance +6% acid, +6% darkness +3% blight, +6% fire +6% nature Life +52.00 Life Regen +12.00 Healmod +13% Stun Resist +29% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats Str +2, Dex +8, Mag +2, Wil +2 Cun +9, Con +2 offense ------ Physical Power +10 (+3 eff.) Spellpower +11 (+3 eff.) Mindpower +13 (+4 eff.) Damage +18% lightning, +15% nature +7% all Ignore resists +5% lightning Accuracy +9 (+3 eff.) When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +24% lightning Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Spell Crit +3% Physical Power +5 (+2 eff.) Spellpower/crit +8 Ignore resists +10% blight defense ------ Resistance +15% cold Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Dex +2 offense ------ Physical Crit +7.0% Spell Crit +5% Physical Power +8 (+3 eff.) Spellpower +13 (+3 eff.) Damage +15% darkness Ignore resists +20% light Accuracy +7 (+2 eff.) defense ------ Armor +4 Defense +20 (+7 eff.) Resistance +2% physical Spell save +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats Str +5, Mag +6, Wil +8 offense ------ Spellpower +12 (+3 eff.) On-Hit 15 arcane, 18 temporal On-Ranged-Hit 12 temporal Damage +7% temporal, +7% arcane +9% mind Ignore resists +5% mind, +15% physical defense ------ Armor +8 Resistance +7% arcane, +9% temporal Mind save +5 (+1 eff.) Life +58.00 Unarmed combat: Weapon Damage 146% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +7 arcane +12 item temporal energize On Hit: 10% Battle Shout level 5 On Hit: 10% Manathrust level 3 On Hit: * 12% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +10% blight, +15% physical +13% darkness Ignore resists +14% physical, +13% darkness +15% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Resistance +7% lightning, +7% darkness +8% cold, +19% blight +8% fire, +8% light, +11% all Physical save +13 (+3 eff.) Spell save +25 (+7 eff.) Mind save +13 (+3 eff.) other ------- Max hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +1, Dex +2 offense ------ Damage +3% darkness defense ------ Defense +1 (+0 eff.) Resistance +3% mind Physical save +3 (+1 eff.) Unlife -20.00 life Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Con +4 defense ------ Resistance +9% lightning, +16% light +6% cold, +5% arcane +16% darkness Physical save +10 (+3 eff.) Life +41.00 Life Regen +3.00 Blind Resist +27% other ------- Masteries +0.23 Demented/Disfigured face +0.23 Demented/Controlled horrors Amulets make your neck look great! |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance infusion scroll [Normal] 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 70 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. 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 |
![]() 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 749% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 163 life over 5 turns. 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Cunning 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. 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 |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 7 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 53 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 210 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% cold defense ------ Defense +10 (+3 eff.) Resistance +6% cold, +2% physical +10% darkness, +11% light Blind Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Con +4 defense ------ Resistance +16% mind Physical save +12 (+3 eff.) Spell save +13 (+4 eff.) Mind save +10 (+2 eff.) Life +40.00 Disease Resist +10% Cut Resist +10% Confus Resist +33% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats Con +10 defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 20 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (161). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +12 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 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! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: Stats Wil +4 defense ------ Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats Cun +4, Dex +6 offense ------ Accuracy +9 (+3 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Mind Crit +2% Critical power +20.00% Spellpower +6 (+1 eff.) Spellpower/crit +6 Damage +12% temporal, +15% fire Ignore resists +10% mind, +20% temporal defense ------ Mind save +6 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.08 Psi when Hit +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +15% physical defense ------ Armor +4 Hardiness +4% Physical save +12 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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% darkness other ------- Mana/turn +0.26 Max mana +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Arcane Weapon Damage 120% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +12 blight +20 item blight disease On Hit: * 20% chance to reduce strength, dexterity, and constitution by 29 While equipped: Stats Dex +5 offense ------ Damage +6% acid Ignore resists +10% acid When Hit 6 physical defense ------ Resistance +9% acid, +2% physical +12% darkness Physical save +6 (+2 eff.) Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 145% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 While equipped: Stats Cun +4, Str +9 offense ------ Critical power +15.00% defense ------ Crit Resistance 10.00% Physical save +6 (+2 eff.) other ------- Max stamina +30.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Wil +3 offense ------ Physical Crit +7.0% Critical power +19.00% Spellpower/crit +4 Damage +12% lightning Ignore resists +10% lightning Ignore Armor +9 When Hit 6 arcane, 4 blight other ------- Mana/turn +0.32 Max mana +60.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +8 light Damage Against +8% Undead While equipped: offense ------ Ignore resists +6% physical Accuracy +9 (+3 eff.) Ignore Armor +7 Blunt and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +4 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +20 arcane On-Hit, radius 1 +8 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage While equipped: Stats Dex +4, Mag +5, Con +4 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +6 Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +15 lightning, +13 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Move Speed +27% Ignore resists +11% lightning, +8% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 light Damage Against +19% Undead On Critical: * Splash the target with acid dealing 170 damage over 5 turns and reducing armor and accuracy by 22 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 55% Dex, 45% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats Str +6, Dex +6 offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +18 acid, +20 nature While equipped: offense ------ Ignore resists +11% acid, +12% nature Ignore Armor +10 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Weapon Damage 100% Range: 1.0x-1.1x Uses 30% Wil, 50% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Cun +3, Wil +3 offense ------ Mind Crit +6% Mindpower +12 (+4 eff.) Damage +8% cold, +8% fire +8% physical defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats Str +6, Dex +8, Con +6 offense ------ Physical Power +14 (+5 eff.) Damage +12% blight Ignore resists +9% physical On-Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Resistance +18% lightning other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 152 life over 5 turns Puts all charms on 11 turn cooldown Longbows are used to shoot arrows at your foes. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats Mag +2 offense ------ Damage +7% temporal, +5% physical Ignore resists +6% temporal, +5% physical defense ------ Resistance +7% all Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +7% acid, +7% physical +7% fire, +7% cold defense ------ Resistance +11% acid, +10% physical +11% darkness, +10% cold +11% fire, +11% mind, +7% all Physical save +11 (+3 eff.) Spell save +11 (+3 eff.) Mind save +22 (+5 eff.) other ------- Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Master While equipped: Stats Mag +3, Wil +2 offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +7% arcane, +7% temporal defense ------ Armor +3 Defense +3 (+1 eff.) Resistance +7% all Physical save +16 (+4 eff.) other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +11% acid, +5% physical +11% fire, +6% cold defense ------ Resistance +13% acid, +14% physical +13% darkness, +11% cold +10% fire, +13% mind +13% all Physical save +14 (+4 eff.) Spell save +14 (+4 eff.) Mind save +20 (+5 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats Mag +4, Wil +3, Cun +2 offense ------ Spell Crit +8% Spellpower +16 (+4 eff.) Spellpower/crit +6 Damage +22% light, +22% darkness defense ------ Resistance +13% all Silence Resist +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Rare] Master While equipped: offense ------ Ignore resists +20% darkness When Hit 10 light defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +15% darkness, +15% fire +6% light, +21% cold A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: offense ------ On-Hit 6 fire On-Ranged-Hit 6 fire defense ------ Armor +9 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% fire, +15% physical Life +28.00 Life Regen +3.00 Healmod +13% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats Dex +7 offense ------ Move Speed +20% defense ------ Armor +10 Defense +19 (+6 eff.) Fatigue +8% Resistance +7% acid, +9% cold other ------- Breathe water A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: offense ------ Damage +18% lightning, +6% temporal Ignore resists +15% darkness, +20% temporal When Hit 6 darkness, 6 temporal defense ------ Armor +9 Fatigue +22% Resistance +6% lightning, +19% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Str +6, Mag +3 defense ------ Resistance +3% cold Life +36.00 A belt that goes around your waist. |
![]() 1.0 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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% defense ------ Resistance +5% lightning, +5% temporal Blind Resist +10% Stun Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 1.0 Power cost 33 out of 60/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 134.78 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% acid, +3% mind Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 29 defense ------ Defense +2 (+1 eff.) Resistance +3% acid, +15% lightning Life +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +22% Confus Resist +21% Stun Resist +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +8% Critical power +11.00% On-Hit 7 cold Damage +6% cold defense ------ Armor +2 Fatigue +3% Resistance +7% cold Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature While equipped: Stats Str +5, Wil +5 offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +9 Fatigue +3% Resistance +7% lightning, +7% temporal +13% light, +10% physical +13% darkness Physical save +8 (+2 eff.) Disease Resist +20% Disarm Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +10% lightning, +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Resistance +15% lightning Mind save +6 (+1 eff.) other ------- Light +3 See Stealth +6 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 477.22 fire damage (based on Magic). Uses 28 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 power out of 305/400 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. |
![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Urist Starsector the Dwarf Writhing One level 33
17th Steel 124th year of Ascendancy at 09:59 see stats
By Urist Starsector the Dwarf Writhing One level 13
11st Iron 123rd year of Ascendancy at 00:49 see stats
By Urist Starsector the Dwarf Writhing One level 23
28th Voratun 123rd year of Ascendancy at 21:28 see stats
By Urist Starsector the Dwarf Writhing One level 31
10th Shortage 123rd year of Ascendancy at 20:03 see stats
By Urist Starsector the Dwarf Writhing One level 27
42nd Dearth 123rd year of Ascendancy at 23:49 see stats
By Urist Starsector the Dwarf Writhing One level 33
17th Steel 124th year of Ascendancy at 09:17 see stats
By Urist Starsector the Dwarf Writhing One level 10
15th Loss 122nd year of Ascendancy at 09:53 see stats
By Urist Starsector the Dwarf Writhing One level 20
20th Gold 123rd year of Ascendancy at 12:18 see stats
By Urist Starsector the Dwarf Writhing One level 30
1st Loss 123rd year of Ascendancy at 13:26 see stats
By Urist Starsector the Dwarf Writhing One level 27
28th Wealth 123rd year of Ascendancy at 01:44 see stats
By Urist Starsector the Dwarf Writhing One level 29
1st Loss 123rd year of Ascendancy at 06:52 see stats
By Urist Starsector the Dwarf Writhing One level 19
45th Steel 123rd year of Ascendancy at 01:22 see stats
By Urist Starsector the Dwarf Writhing One level 10
16th Loss 122nd year of Ascendancy at 16:09 see stats
By Urist Starsector the Dwarf Writhing One level 33
17th Steel 124th year of Ascendancy at 09:59 see stats
By Urist Starsector the Dwarf Writhing One level 32
2nd Iron 124th year of Ascendancy at 11:48 see stats
By Urist Starsector the Dwarf Writhing One level 10
19th Loss 122nd year of Ascendancy at 03:50 see stats
By Urist Starsector the Dwarf Writhing One level 22
26th Voratun 123rd year of Ascendancy at 01:00 see stats
By Urist Starsector the Dwarf Writhing One level 29
45th Dearth 123rd year of Ascendancy at 22:13 see stats
By Urist Starsector the Dwarf Writhing One level 19
45th Steel 123rd year of Ascendancy at 06:23 see stats
Log
You have no more inscription slots.
You are now inscribed with Infusion: Regeneration.
You give regeneration infusion of the wizard (heal 549; 13 cd) to worm that walks (servant of Urist Starsector).
You gain 1.72 gold from the transmogrification of regeneration infusion of the titan (heal 323; 12 cd).
You give Scale Mail of Kroltar (10 def, 18 armour) to worm that walks (servant of Urist Starsector).
Character control switched to worm that walks (servant of Urist Starsector).
You are now inscribed with Infusion: Regeneration.
You have no more regeneration infusion of the wizard (heal 485; 13 cd).
Resting starts...
Urist Starsector receives 2 healing.
Urist Starsector receives 4 healing.
Urist Starsector receives 6 healing.
Urist Starsector receives 8 healing.
Urist Starsector receives 10 healing.
Urist Starsector receives 11 healing.
Urist Starsector receives 13 healing.
Urist Starsector receives 15 healing.
Urist Starsector receives 17 healing.
Urist Starsector receives 19 healing.
Urist Starsector receives 21 healing.
Talent Infusion: Regeneration is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Urist Starsector receives 23 healing.
Character control switched to Urist Starsector.