








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. 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.
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! 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: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Brawler |
| Level / Exp | 34 / 47% |
| Size | big |
| Lifes / Deaths | Killed by Xanith the bandit at level 21 on the 28th Haze 122nd year of Ascendancy at 11:28 5 / 1 |
Primary Stats
| Strength | 51 (base 30) |
| Dexterity | 73 (base 60) |
| Constitution | 32 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 75 (base 54) |
Resources
| Life | 936/936 |
| Mana | 0/208 |
| Stamina | 174/174 |
| Healing Factor | 1.1724420161895 |
| Regeneration | 4.9828785688052 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 39.956004335202 |
| See Invisible | 49.956004335202 |
Offense: Barehand
| Damage | 113 |
| Accuracy | 62 |
| Crit Chance | 37% |
| APR | 15 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +16% |
| Lightning | +6% |
| Physical | -10% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +13% |
| Lightning | +5% |
| Temporal | +12% |
Defense: Base
| Armour (hardiness) | 22 (35.65183292883%) |
| Defense | 64 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 28 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 17%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 27%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Silence Resistance | 25% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 29% |
| Stun Resistance | 94% |
| Disarm Resistance | 40% |
| Poison Resistance | 18% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 96 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 660% 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Trained Reactions |
| talent | Corruption of the Doomed |
| talent | Exploit Weakness |
| talent | Premonition |
| talent | Chant of Fortitude |
| talent | Striking Stance |
| beneficial effect | Countering melee attacks: Has a 20% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Strength 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
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: 149. | 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 bloated horror heart. * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. * You've found the needed vial of squid ink. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within3 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 | undeterred pair of hardened leather boots of void walking (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +13% darkness +12% temporal defense ------ Armor +3 Resistance +13% darkness +14% temporal Silence Resist +25% Confus Resist +29% Stun Resist +34% Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +15% A pair of boots made of leather. |
| On hands | heroic drakeskin leather gloves of the juggernaut (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +1 Con defense ------ Armor +7 Physical save +27 (+9 eff.) Spell save +3 (+2 eff.) Mind save +16 (+6 eff.) Life +53.00 Disarm Resist +40% Unarmed combat: Weapon Damage 139% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-hit +15 physical On Hit: 10% Juggernaut level 1 On Hit: 10% Battle Shout level 5 Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Manethad (17 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +6.0% Critical power +20.00% Damage +16% acid Ignore resists +10% physical Ignore Shields +20% defense ------ Defense +17 (+4 eff.) Resistance +24% acid +5% arcane Spell save +15 (+8 eff.) A pointy cloth hat, very wizardly... |
| Tool | Branugarain the ash totem of thorny skin [power 29] (17 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% defense ------ Defense +10 (+2 eff.) Mind save +9 (+3 eff.) Unlife -60.00 life Life Regen +4.00 Teleport Resist +20% Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 17 turn cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +5 Dex offense ------ Accuracy +8 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +6% blight Poison Resist +18% Disease Resist +16% Stun Resist +30% Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+3 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Light source | Dourcrypt1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +3.0% Critical power +13.00% Physical Power +8 (+2 eff.) Damage +6% lightning Ignore resists +5% lightning When Hit 10 darkness On-Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% temporal other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | cashmere cloak 'Voremibrewe' (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Mag offense ------ Critical power +10.00% defense ------ Defense +8 (+2 eff.) Resistance +16% light +18% fire Crit Resistance 15.00% Physical save +9 (+3 eff.) Stealth +9 Unlife -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Polyratira'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +4 (+1 eff.) Damage +9% mind defense ------ Spell save +9 (+5 eff.) other ------- Size +1 A belt that goes around your waist. |
Inventory
wild infusion (res 16%; mental, physical; dur 3; cd 11)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 cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the duelist (res 32%; mental; dur 3; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (214.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 214.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 31 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (120). 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. |
archmage's stralite amulet0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spell Crit +4% Spellpower +6 (+3 eff.) Damage +5% acid +5% fire +7% cold +6% lightning Amulets make your neck look great! |
Durigar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +3 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +25% mind Ignore Armor +4 defense ------ Mind save +15 (+5 eff.) Unlife -40.00 life Confus Resist +23% Rings make your fingers look great! |
wizard's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +22.00 Disarm Resist +22% Pinning Resist +24% Knockbk Resist +21% Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.03 cold and 8.13 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
savior's steel ring of nature (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% nature defense ------ Resistance +24% nature Physical save +7 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag offense ------ Spellpower +7 (+3 eff.) Accuracy +7 (+1 eff.) Ignore Armor +7 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's stralite ring of time (+14%)0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Dex offense ------ Damage +14% temporal Accuracy +12 (+3 eff.) defense ------ Resistance +14% temporal Rings make your fingers look great! |
savage's stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +2 Con offense ------ Accuracy +12 (+3 eff.) Ignore Armor +9 defense ------ Defense +11 (+3 eff.) Spell save +14 (+7 eff.) other ------- Max stamina +34.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Arethra the dwarven-steel greatsword (145% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Random Unique] Arcane/Master Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 physical On Hit: 20% Curse of Vulnerability level 3 While equipped: Stats +3 Str +5 Mag +5 Wil offense ------ Spellpower +13 (+6 eff.) Ignore resists +10% all Accuracy +19 (+4 eff.) Ignore Armor +10 defense ------ Unlife -40.00 life Massive two-handed swords. |
stralite mace of enduring (148% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Nature Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +9 Con +5 Wil defense ------ Life +33.00 Blunt and deadly. |
Heatquell (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +4 Mag +5 Wil offense ------ Damage +15% lightning +18% temporal +24% fire +5% cold +12% nature +5% physical Ignore resists +10% nature defense ------ Resistance +7% lightning +18% temporal +7% cold +21% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
ancient cashmere robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +7 Mag offense ------ Spellpower +9 (+4 eff.) Spellpower/crit +3 Damage +13% temporal +11% physical Ignore resists +10% temporal +8% physical defense ------ Resistance +11% all Anomaly Control +10 Silence Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +7 Cun offense ------ Critical power +16.00% defense ------ Resistance +5% blight +11% all Life +63.00 Life Regen +2.90 Healmod +10% other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+1 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
insulating hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% defense ------ Resistance +8% fire +8% cold A belt that goes around your waist. |
Aeritira the Chillblood (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) Mindpower +5 (+3 eff.) Damage +3% mind defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% cold Pinning Resist +20% Teleport Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvylle (26 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +5 Con +3 Wil offense ------ On-Hit (Melee): * 20% chance to reduce armor by 22% defense ------ Defense +26 (+6 eff.) Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Elenelathakath' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Cun +4 Con offense ------ Damage +9% acid +3% arcane defense ------ Armor +1 Resistance +3% acid other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
eldritch pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +2% defense ------ Armor +3 other ------- Mana/turn +0.10 Max mana +27.00 A pair of boots made of leather. |
Coalstake the pair of voratun boots (10 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +2 Str +7 Mag +4 Wil +12 Con offense ------ Damage +6% darkness defense ------ Armor +5 Defense +10 (+2 eff.) Fatigue +4% Resistance +6% nature Evasion: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 30/30. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 27 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. |
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 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 125% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 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. |
Eilinurilratta (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 fire Damage +6% acid +3% fire Ignore resists +15% acid defense ------ Armor +1 Fatigue +1% Resistance +12% lightning +6% fire Spell save +3 (+2 eff.) Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% On-crit, radius 2 +6 fire On Hit: 10% Fire Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Hazespike the dwarven-steel gauntlets (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mindpower +10 (+5 eff.) On-Hit 7 physical Damage +6% cold +21% physical defense ------ Armor +9 Fatigue +3% other ------- Hate-on-crit +2.00 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +8 physical On-crit, radius 2 +7 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
starseer's linen wizard hat of light (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% darkness +4% temporal +16% light +4% physical defense ------ Defense +1 (+0 eff.) Resistance +16% light A pointy cloth hat, very wizardly... |
shielding cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +2 (+0 eff.) Spell save +10 (+5 eff.) A pointy cloth hat, very wizardly... |
Chamydohell the Tundravagrant (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Cun +9 Dex offense ------ Mindpower +10 (+5 eff.) Damage +18% cold Ignore resists +10% cold defense ------ Armor +3 Fatigue +3% Resistance +17% darkness Crit Resistance 15.00% other ------- Infravision +4 A cap made of leather. |
Obsidianrend of the Blightspawn (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +7 Dex +3 Wil offense ------ Damage +3% mind On-Hit (Melee): * 10% chance to slow global speed by 46% When Hit: * 22% chance to reduce strength, dexterity, and constitution by 12 * 29% chance to reduce damage dealt by 17% defense ------ Armor +3 Fatigue +3% Resistance +8% cold +11% mind +8% fire Mind save +22 (+8 eff.) Confus Resist +32% other ------- EQ when Hit +0.12 Max psi +20.00 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 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 146.2 Physical damage. If the attack hits, the target is confused (42% 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. |
Salebredhelle the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Mag +3 Wil +1 Cun +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% arcane Physical save +11 (+4 eff.) other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (0 def, 9 armour)3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag offense ------ Physical Power +10 (+3 eff.) Spellpower +10 (+5 eff.) defense ------ Armor +9 Fatigue +4% Silence Resist +30% other ------- Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
warlord's dwarven-steel helm of precognition (7 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature While equipped: Stats +4 Str +5 Wil +4 Cun offense ------ Physical Power +8 (+2 eff.) Accuracy +7 (+1 eff.) When Hit: * 14% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +7 (+2 eff.) Fatigue +4% Resistance +8% physical Physical save +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+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.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
297 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Goryreruilach the Blazebreaker1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +3 Mag +2 Con offense ------ Mind Crit +6% Mindpower +6 (+3 eff.) Ignore resists +20% light +20% fire defense ------ Crit Resistance 10.00% Mind save +5 (+2 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraward of the Blightspawn1.0 Encumbrance T3 lite [Random Unique] Master/Psionic While equipped: offense ------ Mind Crit +5% Mindpower +7 (+4 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) When Hit: * 20% chance to reduce strength, dexterity, and constitution by 12 * 31% chance to reduce damage dealt by 17% defense ------ Mind save +18 (+6 eff.) Unlife -80.00 life Life Regen +2.00 Disease Resist +10% other ------- Light +8 See Stealth +12 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe 'Ulfabers' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Con offense ------ Damage +6% physical defense ------ Armor +6 Resistance +1% physical Unlife -20.00 life other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful iron torque of psionic shield [power 25] (22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged stralite torque of psionic shield [power 115] (25 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 115 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Demonpunish of the Blightspawn [power 56] (17 cooldown)2.0 Encumbrance T4 totem charm [Random Unique] Nature While equipped: offense ------ Spell Crit +1% Spellpower/crit +6 Ignore resists +10% blight When Hit: * 26% chance to reduce strength, dexterity, and constitution by 12 * 26% chance to reduce damage dealt by 17% defense ------ Resistance +3% lightning other ------- Mana/turn +0.12 Max mana +40.00 Harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60% Puts all charms on 17 turn cooldown 100% to reduce fatigue by 39% for 2 turns. 100% to increase all damage penetration by 18% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Illusory Castle"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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Juri the Doomelf Brawler level 16
55th Dusk 122nd year of Ascendancy at 15:43 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Juri the Doomelf Brawler level 26
51st Regrowth 123rd year of Ascendancy at 23:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Juri the Doomelf Brawler level 19
13rd Haze 122nd year of Ascendancy at 05:04 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Juri the Doomelf Brawler level 28
59th Regrowth 123rd year of Ascendancy at 00:10 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By Juri the Doomelf Brawler level 6
77th Pyre 122nd year of Ascendancy at 17:01 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Juri the Doomelf Brawler level 31
48th Pyre 123rd year of Ascendancy at 13:13 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Juri the Doomelf Brawler level 10
8th Mirth 122nd year of Ascendancy at 08:03 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Juri the Doomelf Brawler level 20
14th Haze 122nd year of Ascendancy at 00:13 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Juri the Doomelf Brawler level 30
27th Pyre 123rd year of Ascendancy at 06:28 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By Juri the Doomelf Brawler level 28
58th Regrowth 123rd year of Ascendancy at 23:15 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Juri the Doomelf Brawler level 19
6th Haze 122nd year of Ascendancy at 10:30 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Juri the Doomelf Brawler level 20
16th Haze 122nd year of Ascendancy at 16:40 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Juri the Doomelf Brawler level 15
44th Dusk 122nd year of Ascendancy at 04:32 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Juri the Doomelf Brawler level 7
5th Mirth 122nd year of Ascendancy at 04:52 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By Juri the Doomelf Brawler level 19
13rd Haze 122nd year of Ascendancy at 06:39 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Juri the Doomelf Brawler level 23
4th Decay 122nd year of Ascendancy at 19:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Juri the Doomelf Brawler level 15
45th Dusk 122nd year of Ascendancy at 22:41 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Juri the Doomelf Brawler level 23
3rd Decay 122nd year of Ascendancy at 18:39 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Juri the Doomelf Brawler level 24
35th Regrowth 123rd year of Ascendancy at 13:36 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Juri the Doomelf Brawler level 17
69th Dusk 122nd year of Ascendancy at 12:45 see stats
Log
Barrow wight's glacial vapour area effect hits Barrow wight for 11 cold damage.
There is a previous level here (press '' or right click to use).
Barrow wight misses Elder vampire.
Rotting Disease from Elder vampire hits Barrow wight for 23 blight damage.
Thunderstorm hits Elder vampire for 14 lightning damage.
There is a next level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Resting starts...
Juri slows down.
Infusion: Healing is still on cooldown for 11 turns.
Infusion: Healing is still on cooldown for 10 turns.
Juri is no longer transformed.
Infusion: Healing is still on cooldown for 9 turns.
Infusion: Healing is still on cooldown for 8 turns.
Infusion: Healing is still on cooldown for 7 turns.
Infusion: Healing is still on cooldown for 6 turns.
Talent Infusion: Movement is ready to use.
Infusion: Healing is still on cooldown for 5 turns.
Infusion: Healing is still on cooldown for 4 turns.
Juri's skin returns to normal.
Infusion: Healing is still on cooldown for 3 turns.
Talent Infusion: Healing is ready to use.
Talent Rush is ready to use.
Talent Blinding Speed is ready to use.
Talent Corruption of the Doomed is ready to use.
Juri activates Corruption of the Doomed.
Rested for 47 turns (stop reason: all resources and life at maximum).




























































































































