












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log 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.
ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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:
Cleaner Item Descriptions 1.7.0Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Sun Paladin |
| Level / Exp | 17 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 17 on the 31st Haze 122nd year of Ascendancy at 14:32 / 1 |
Primary Stats
| Strength | 40 (base 37) |
| Dexterity | 11 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 57 (base 43) |
| Willpower | 18 (base 10) |
| Cunning | 21 (base 10) |
Resources
| Life | -28/445 |
| Positive | 58/98 |
| Stamina | 136/168 |
| Vim | 164/164 |
| Healing Factor | 1.162941519274 |
| Regeneration | 4.9425014569144 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 31 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +45% |
| Darkness | +22% |
| Arcane | +14% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
Defense: Base
| Armour (hardiness) | 25 (35.65183292883%) |
| Defense | 16 |
| Ranged Defense | 16 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 26 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 15%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 54%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Confusion Resistance | 20% |
| Silence Resistance | 20% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 272 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 56 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 Willpower 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 575% 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 Magic stat. |
| 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 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 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 |
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved talent Curse of Defenselessness (+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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | undeterred pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +20% Confus Resist +20% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(65 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Glimmerrebel (1 def, 2 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Mag offense ------ Physical Power +15 (+5 eff.) Damage +6% light defense ------ Armor +2 Defense +1 (+1 eff.) Physical save +3 (+1 eff.) other ------- EQ when Hit +0.80 Psi when Hit +0.80 Hate when Hit +0.80 A pointy cloth hat, very wizardly... |
| On hands | Urthiratar the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +6 Wil offense ------ Spell Crit +1% Spellpower +16 (+5 eff.) Spellpower/crit +2 On-Hit 13 darkness 9 arcane 5 mind Damage +14% arcane +5% mind +5% darkness defense ------ Armor +2 Fatigue +3% Resistance +6% arcane +6% mind +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | copper ring 'Emelildata'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Ignore resists +10% acid defense ------ Crit Resistance 15.00% Mind save +3 (+3 eff.) Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
| On fingers | wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| Around neck | starlit copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% light +12% darkness Blind Resist +20% Amulets make your neck look great! |
| In main hand | iron longsword 'Glitteroracle' (118% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Damage +12% light +3% lightning When Hit 4 darkness Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | corrosive steel shield of the stars (0 def, 4 armour, 105% power, 44.5 block)7.0 Encumbrance T2 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 105% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 On-hit +11 acid +12 light +10 darkness While equipped: Stats +1 Mag +1 Cun +2 Con offense ------ Damage +12% light +11% darkness When Hit: * 11% chance to reduce armor by 33% defense ------ Armor +4 Fatigue +8% Resistance +10% acid +10% light +10% darkness other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Aerothra' (1 def, 10 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Armor +10 Defense +1 (+1 eff.) Resistance +1% physical +5% arcane +9% cold Life +32.00 Disease Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stargazer's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +5% light +6% darkness defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the sneak (heal 82; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. 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 |
healing infusion of the wizard (heal 157; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 157 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 158; 16 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 158 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. |
wild infusion of the psychic (res 19%; mental; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 20%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the psychic (range 4; phase 13; cd 14)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 18; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 69; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 69.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 31; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 31 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 66; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 66 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +12% nature +12% blight Poison Resist +21% Disease Resist +24% Amulets make your neck look great! |
copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
starlit steel amulet of dexterity (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
Runuzilarab the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +6 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Armor +2 Resistance +3% blight +1% physical +6% nature Rings make your fingers look great! |
Voidzephyr0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +5 (+3 eff.) defense ------ Resistance +3% darkness Mind save +6 (+5 eff.) Confus Resist +22% other ------- Mana/turn +0.16 EQ when Hit +0.08 Max hate +8.00 Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
mule's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Blind Resist +25% other ------- Encumbrance +21 Infravision +3 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
titan's steel ring of light (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +4 Con offense ------ Damage +10% light defense ------ Resistance +20% light Physical save +8 (+4 eff.) Rings make your fingers look great! |
warrior's steel ring of corrosion (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% acid defense ------ Armor +6 Resistance +22% acid Rings make your fingers look great! |
wizard's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ Damage +10% fire defense ------ Resistance +20% fire Spell save +4 (+2 eff.) Rings make your fingers look great! |
elm magestaff (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of breaching (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning Ignore resists +5% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Leloderin the Blastquake (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/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: offense ------ Physical Crit +6.0% Spell Crit +4% Critical power +17.00% Physical Power +7 (+2 eff.) Spellpower +16 (+5 eff.) On-Hit 17 fire Damage +6% blight +15% fire Accuracy +7 (+3 eff.) defense ------ Resistance +6% blight other ------- Mana/turn +0.12 Max mana +30.00 See Invisibility +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced iron battleaxe (109% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego] Master Weapon Damage 109% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +9 (+6 eff.) Disarm Resist +29% Massive two-handed battleaxes. |
iron greatmaul of massacre (131% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Master Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% Massive two-handed mauls. |
Morbusbloom (131% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Master Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +4 nature While equipped: offense ------ Ignore resists +10% fire defense ------ Resistance +3% light +3% temporal Crit Resistance 5.00% Spell save +9 (+4 eff.) Massive two-handed swords. |
flaming iron greatsword of the mystic (116% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 116% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +9 fire While equipped: Stats +3 Mag +3 Wil offense ------ Spellpower +9 (+3 eff.) Massive two-handed swords. |
Runythad the Shimmerworm (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 103% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 nature On-Hit, radius 1 +4 lightning On-crit, radius 2 +8 nature While equipped: offense ------ Damage +6% lightning +9% fire Ignore resists +20% lightning When Hit 2 fire Sharp, long, and deadly. |
iron longsword 'Yvumina' (117% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 117% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +4 acid While equipped: Stats +1 Dex defense ------ Resistance +2% physical Physical save +3 (+1 eff.) Sharp, long, and deadly. |
arcing steel longsword of daylight (112% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 light Damage Against +5% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Sharp, long, and deadly. |
arcing steel longsword of phasing (110% power, 8 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% Ignore Shields +11% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Sharp, long, and deadly. |
dwarven-steel longsword 'Bethyma' (129% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +3 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +15% arcane +13% physical Accuracy +8 (+4 eff.) Ignore Armor +7 defense ------ Resistance +5% arcane +6% blight Disarm Resist +15% Sharp, long, and deadly. |
chilling iron mace of phasing (104% power, 9 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +0.5% Attack Speed 100% Ignore Shields +11% On-hit +6 cold Blunt and deadly. |
iron mace 'Deepstrial' (118% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Cun offense ------ Damage +3% darkness Ignore resists +5% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 12% Blunt and deadly. |
Eremoharahor the iron waraxe (105% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Psionic Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +7 darkness Damage Against +5% Living While equipped: Stats +1 Str +2 Mag +3 Cun offense ------ Physical Power +5 (+2 eff.) Ignore Armor +1 When Hit 4 mind other ------- Mana/turn +0.08 One-handed war axes. |
inquisitor's iron dagger (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Disrupt Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Critical: * Deals 29 Manaburn damage and puts 1 random spell talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
Festerire the elm longbow4.0 Encumbrance T1 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 While equipped: Stats +3 Str offense ------ Physical Power +11 (+4 eff.) defense ------ Resistance +3% blight +3% temporal +6% nature +3% cold Disarm Resist +10% Longbows are used to shoot arrows at your foes. |
elm longbow4.0 Encumbrance T1 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 Longbows are used to shoot arrows at your foes. |
rough leather sling 'Blazeminister'4.0 Encumbrance T1 sling 1H weapon [Rare] Disrupt Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +4 fire While equipped: Stats +6 Dex +1 Con offense ------ Damage +3% light defense ------ Resistance +8% acid +8% lightning +7% cold +8% fire +2% all Spell save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Gleamumbra the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +9 Con +7 Wil offense ------ Physical Crit +3.0% Damage +3% light Accuracy +7 (+3 eff.) When Hit 2 light defense ------ Resistance +6% light Life +31.00 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 84 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots 'Douridol' (20/20, 110% power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 110% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 On-ranged-hit +4 blight +20 temporal +4 darkness On-crit, radius 2 +12 darkness +8 temporal On Hit: * 10% chance to reduce strength, dexterity, and constitution by 24 On Critical: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Shots are used with slings to pummel your foes to death. |
steel shield 'Lightningrend' (0 def, 8 armour, 118% power, 39 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 118% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 On-hit +16 temporal On-crit, radius 2 +4 lightning On Hit: * 14% chance to reduce armor by 33% * Deal physical damage equal to your armor (25) On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) On-Hit 6 acid Damage +6% lightning Ignore resists +5% lightning +15% temporal When Hit 4 acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
wrathful voratun shield (0 def, 10 armour, 175% power, 208.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane When used to Attack: Weapon Damage 175% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +208 On-crit, radius 2 +31 light +14 fire While equipped: offense ------ On shield block: * Deals 119 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +5% light +9% fire other ------- Talents +1 Block Handheld deflection devices. |
woollen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature While equipped: offense ------ Damage +12% lightning defense ------ Resistance +18% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour 'Beragas' (13 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +2 Defense +13 (+8 eff.) Fatigue +6% Resistance +17% lightning +3% nature Mind save +3 (+3 eff.) Life Regen +4.00 Teleport Resist +20% A suit of armour made of leather. |
cured leather armour 'Arylach' (13 def, 9 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun +2 Wil defense ------ Armor +9 Defense +13 (+8 eff.) Fatigue +7% Resistance +16% blight +16% fire +10% darkness +6% mind Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +12 (+8 eff.) other ------- Light +1 A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+5 eff.) Fatigue +7% Life +32.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
cleansing iron mail armour (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +10% nature +11% blight A suit of armour made of mail. |
impenetrable iron mail armour (2 def, 10 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron mail armour 'Beelentir' (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Nature While equipped: offense ------ Mindpower +10 (+5 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +2 (+2 eff.) Fatigue +12% Resistance +5% arcane +9% acid Life +21.00 A suit of armour made of mail. |
impenetrable steel mail armour of resilience (2 def, 14 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +14 Defense +2 (+2 eff.) Fatigue +12% Life +23.00 A suit of armour made of mail. |
steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
Isina the Thunderveil1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex offense ------ Critical power +10.00% Physical Power +3 (+1 eff.) defense ------ Defense +20 (+12 eff.) Resistance +3% lightning Spell save +6 (+3 eff.) Unlife -60.00 life other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Lisywen'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Dex +3 Mag offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
linen cloak 'Bloomnaught' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Damage +12% cold On-Hit (Melee): * 20% chance to slow global speed by 39% defense ------ Defense +1 (+1 eff.) Resistance +3% nature +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
temporal rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +3% temporal defense ------ Armor +1 Resistance +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Isludathra' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Dex +12 Mag +9 Wil +2 Cun offense ------ Spellpower +4 (+1 eff.) On-Hit 6 arcane Damage +10% arcane defense ------ Armor +2 Resistance +4% arcane Physical save +5 (+2 eff.) other ------- Vim-on-crit +1.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady iron gauntlets of butchering (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +4 (+1 eff.) Accuracy +9 (+4 eff.) Ignore Armor +6 defense ------ Armor +1 Fatigue +1% Resistance +6% blight Physical save +5 (+2 eff.) Spell save +10 (+5 eff.) Mind save +6 (+5 eff.) Disarm Resist +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 6 mind Damage +3% mind +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ On-Hit 5 mind Damage +3% arcane +5% mind defense ------ Armor +2 Fatigue +3% Resistance +5% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Ashstalker' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +11% nature +6% physical defense ------ Defense +1 (+1 eff.) Resistance +3% fire +16% nature +12% cold A pointy cloth hat, very wizardly... |
Splendoursear (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid +12% lightning Ignore resists +10% light When Hit 6 light defense ------ Defense +1 (+1 eff.) Resistance +16% acid +6% cold +3% lightning other ------- Light +1 A pointy cloth hat, very wizardly... |
Bileking (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +5% acid On-Hit (Melee): * 10% chance to slow global speed by 39% defense ------ Armor +3 Fatigue +5% Resistance +6% nature +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blastrend the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+1 eff.) Damage +12% lightning +6% fire Ignore resists +10% lightning +5% fire When Hit 2 arcane defense ------ Armor +3 Fatigue +5% Resistance +9% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elemira the Frozentrial (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% cold When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 39% defense ------ Armor +3 Fatigue +5% Resistance +3% nature +9% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of might (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
46 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. |
Arowyn2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +3 Wil offense ------ Damage +6% mind defense ------ Resistance +6% mind +3% temporal other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Balaromidil'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Str offense ------ Physical Crit +1.0% Ignore Armor +1 defense ------ Resistance +2% physical Physical save +6 (+3 eff.) Life +80.00 Healmod +11% Cut Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Ulfoldir'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Cun offense ------ Mind Crit +4% Critical power +5.00% Mindpower +10 (+5 eff.) other ------- Light +6 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 12 fire defense ------ Resistance +5% fire Mind save +6 (+5 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 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. |
Saliba (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Fatigue -5% Crit Resistance 5.00% Unlife -60.00 life Cut Resist +20% Knockbk Resist +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Olurab [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Str +1 Con offense ------ Accuracy +10 (+5 eff.) When Hit 6 acid defense ------ Defense +5 (+4 eff.) Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of mindblast [power 125] (18 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 131 mind damage and silencing them for 4 turns Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 66 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of lightning storm [power 158] (11 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (186 total damage) 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. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Damil the Doomelf Sun Paladin level 10
79th Dusk 122nd year of Ascendancy at 12:13 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Damil the Doomelf Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 04:28 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Damil the Doomelf Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 05:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Damil the Doomelf Sun Paladin level 6
2nd Mirth 122nd year of Ascendancy at 21:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Damil the Doomelf Sun Paladin level 10
1st Summertide 122nd year of Ascendancy at 12:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Damil the Doomelf Sun Paladin level 16
28th Haze 122nd year of Ascendancy at 20:41 see stats
Log
A shield forms around Damil.
Damil uses Block.
Talent Wave of Power is ready to use.
Weakness Disease from Elven cultist hits Damil for (34 blocked), 0 blight (0 total damage).
--------------------------------
Damil casts Providence.
Damil is free from the weakness disease.
Damil's solar fury subsides.
Weakness Disease from Elven cultist hits Damil for (29 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Damil crumbles.
Damil is afflicted by a weakness disease!
Elven cultist's Soul Rot hits Damil for (181 absorbed), 86 blight (86 total damage).
--------------------------------
Damil casts Wave of Power.
Damil uses Shield Slam.
Damil uses Shield Slam.
Damil uses Shield Slam.
Damil misses Something.
Damil misses Something.
Damil misses Something.
Something misses Damil.
Weakness Disease from Elven cultist hits Damil for (41 blocked), 0 blight (0 total damage).
--------------------------------
Damil uses Assault.
Damil misses Something.
Something hits Damil for 237 blight damage.
Damil is free from the weakness disease.
Weakness Disease from Elven cultist hits Damil for 34 blight damage.
Damil the level 17 doomelf sun paladin was debilitated by noxious blight before falling to death by an elven cultist on level 2 of Rhaloren Camp.
































































































