










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 1.7.0This 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! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Archmage |
| Level / Exp | 22 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Mayabretta the white worm mass at level 12 on the 37th Haze 122nd year of Ascendancy at 04:16 / 2Killed by Betebeth the thief at level 22 on the 60th Regrowth 123rd year of Ascendancy at 03:45 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 77 (base 51) |
| Willpower | 53 (base 43) |
| Cunning | 35 (base 11) |
Resources
| Life | -150/342 |
| Mana | 14/504 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 9.9823440132388 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 16 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 20 |
| Crit Chance | 10% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 6 |
| Accuracy | 20 |
| Crit Chance | 14% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +4% |
| Blight | +20% |
| Arcane | +22% |
| Cold | +19% |
| All | 0% |
| Lightning | +4% |
| Light | +16% |
| Temporal | +5% |
| Fire | +30% |
| Mind | +3% |
Offense: Damage Penetration
| Cold | +26% |
| Mind | +21% |
| All | +6% |
Defense: Base
| Armour (hardiness) | 6 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 35 |
| Mental Save | 28 |
Defense: Resistances
| Arcane | + 16%( 70%) |
| Mind | + 17%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 31%( 70%) |
| Cold | + 14%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 43% |
| Confusion Resistance | 36% |
| Silence Resistance | 20% |
| Stun Resistance | 51% |
| Instadeath Resistance | 100% |
| Blind Resistance | 46% |
Inscriptions (4/4)
| 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 631% 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1174% for 10 turns (58 total) and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Spell / Meta | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
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 failed to protect the lost defiler from death by shadow. Escort: lost defiler (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed red crystal shard. | 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 within6 lumberjacks have died. | 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 rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +22% Stun Resist +21% A pair of boots made of leather. |
| Light source | Shiverstar2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Cun +5 Mag offense ------ Damage +15% cold Ignore resists +20% cold defense ------ Blind Resist +22% Confus Resist +14% other ------- Light +7 See Stealth +7 See Invisibility +7 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | iron helm 'Morningfist' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +6% light defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +9% temporal +9% nature +3% cold Unlife -60.00 life Life Regen +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Mayadanne the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: offense ------ On-Hit 7 temporal On-Ranged-Hit 5 temporal Damage +5% temporal Accuracy +6 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +7% temporal Physical save +5 (+4 eff.) Mind save +6 (+3 eff.) Unlife -40.00 life Life Regen +3.00 Disarm Resist +43% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.70 Max stamina +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Phoenixobsidian (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore Armor +6 When Hit 2 fire defense ------ Resistance +5% arcane +27% fire While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Tyrab the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +1 Mag +5 Wil +5 Cun +3 Con offense ------ Mindpower +6 (+3 eff.) defense ------ Resistance +6% mind +3% light Life +40.00 Rings make your fingers look great! |
| On fingers | Flashbloom0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Damage +10% light +6% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +20% light +3% fire Life Regen +2.00 Blind Resist +24% Stun Resist +30% other ------- Infravision +4 See Stealth +9 See Invisibility +7 Rings make your fingers look great! |
| Around neck | archmage's copper amulet of magic (+5)0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +5 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +4% acid +4% fire +4% cold +4% lightning Amulets make your neck look great! |
| In main hand | Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 125% Mag Damage Fire Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+7 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 8/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
| Around waist | rough leather belt 'Hurezilakhad'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% mind Ignore resists +15% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% lightning +6% temporal other ------- Light +2 Infravision +3 A belt that goes around your waist. |
| In off hand | enhanced steel dagger of shearing (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +3 Dex +4 Mag +3 Wil +5 Cun +4 Con offense ------ Ignore resists +6% all Accuracy +5 (+2 eff.) Ignore Armor +6 Sharp, short and deadly. |
| Cloak | linen cloak 'Cyrydherin' (16 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +2 Con offense ------ Physical Crit +2.0% defense ------ Defense +16 (+8 eff.) Spell save +6 (+3 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag offense ------ Spell Crit +20% Spellpower +15 (+4 eff.) Damage +22% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Inventory
movement infusion (speed 491%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 491% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 509%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 509% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 552%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
insulating steel amulet of constitution (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +13% fire +11% cold Amulets make your neck look great! |
marksman's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
warrior's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% fire defense ------ Armor +6 Resistance +22% fire Rings make your fingers look great! |
Delosin the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +5 Cun +3 Con offense ------ Damage +11% acid Accuracy +7 (+3 eff.) defense ------ Resistance +25% acid +6% fire +6% darkness Physical save +6 (+4 eff.) Rings make your fingers look great! |
Morbusspike0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str offense ------ Ignore resists +5% nature +5% acid Accuracy +8 (+4 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +6 Defense +8 (+4 eff.) Blind Resist +27% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+3 eff.) Fatigue -7% Mind save +13 (+6 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 50 out of 50/50. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
savage's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+5 eff.) other ------- Max stamina +11.00 Rings make your fingers look great! |
warrior's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% cold defense ------ Armor +6 Resistance +22% cold Rings make your fingers look great! |
Starbearer (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature 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 +3% light +10% fire Ignore resists +10% light +5% acid On-Hit (Melee): * 10% chance to reduce armor by 38% defense ------ Defense +6 (+3 eff.) Resistance +3% lightning other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 111.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Quenchwrither the ash magestaff (122% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 122% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +2% Spellpower +14 (+4 eff.) Damage +21% fire Ignore Shields +10% When Hit 2 cold defense ------ Defense +11 (+5 eff.) Shield Power +7% other ------- Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +2 Damage +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Goreoracle' (131% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Rare] Arcane Weapon Damage 131% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +16 blight On-Hit, radius 1 +13 fire While equipped: offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Damage +3% blight defense ------ Resistance +12% nature Massive two-handed mauls. |
Dairivon the iron waraxe (101% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +6 Con +6 Wil defense ------ Resistance +6% blight +2% physical +6% darkness +6% temporal Life +12.00 One-handed war axes. |
Mardigahell the Glimmerzephyr (104% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +8 mind +12 light On-Hit, radius 1 +8 mind While equipped: Stats +6 Wil +2 Cun +6 Con offense ------ Ignore resists +5% mind defense ------ Life +10.00 other ------- Max psi +10.00 One-handed war axes. |
Islynn (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 temporal On Hit: * 10% chance to reduce armor by 38% While equipped: Stats +3 Cun +1 Str offense ------ Ignore resists +10% mind When Hit 2 mind defense ------ Resistance +5% temporal Sharp, short and deadly. |
Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 20% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Relgimasin (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: Stats +3 Cun offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) Damage +2% nature defense ------ Resistance +3% blight Disease Resist +12% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of disruption (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% Damage Against +8% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 7 mind 7 darkness Damage +3% mind +3% darkness other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
keeper's ash longbow4.0 Encumbrance T2 longbow 2H weapon [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Damage +12% physical +14% temporal Ignore resists +9% physical +11% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
spellwoven woollen robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +13 (+4 eff.) Spellpower/crit +3 defense ------ Resistance +9% all Spell save +15 (+7 eff.) Silence Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 47.43 to 142.30 lightning damage (94.87 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
insulating rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% defense ------ Resistance +6% fire +7% cold A belt that goes around your waist. |
noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
Yvunor (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +25 (+9 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% acid other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Boltquarry' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Wil +1 Cun +2 Con offense ------ When Hit 6 lightning defense ------ Defense +2 (+1 eff.) Resistance +14% nature +15% blight Physical save +8 (+5 eff.) Mind save +7 (+3 eff.) Unlife -50.00 life Life Regen +4.00 Healmod +13% 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. |
Gildalenn the Gleamshaper (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +1 Con offense ------ Critical power +5.00% Ignore resists +25% light When Hit 4 physical defense ------ Armor +1 Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +2.00 Light +1 A pair of boots made of leather. |
pair of rough leather boots 'Earostir' (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +4 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +3 other ------- Max hate +2.00 Max psi +20.00 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Glimmerbrace the pair of iron boots (0 def, 11 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Str offense ------ Damage +15% mind +6% light defense ------ Armor +11 Fatigue +2% Unlife -40.00 life Silence Resist +26% Confus Resist +23% Stun Resist +26% other ------- Stamina/turn +3.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorydendil the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Dex +10 Con defense ------ Armor +3 Fatigue -3% Crit Resistance 15.00% Physical save +7 (+5 eff.) other ------- Encumbrance +23 See Invisibility +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 61.44 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+5 eff.) defense ------ Armor +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 hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+4 eff.) Accuracy +6 (+3 eff.) defense ------ Armor +2 Physical save +6 (+4 eff.) Mind save +5 (+2 eff.) Disarm Resist +22% 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. |
Brightrend the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% light Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +9% acid +6% cold +3% fire other ------- Light +2 Breathe water A cap made of leather. |
Layireyamira the Glaresweeper (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil +3 Cun +5 Con offense ------ Damage +12% light defense ------ Defense +1 (+0 eff.) Resistance +3% light Physical save +6 (+4 eff.) A pointy cloth hat, very wizardly... |
Pyrestreaker the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +6 Dex offense ------ Ignore resists +5% acid When Hit 4 acid 2 fire defense ------ Armor +3 Fatigue +5% Resistance +6% fire other ------- Max stamina +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Brodyhell' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Con offense ------ Physical Crit +1.0% Physical Power +15 (+8 eff.) defense ------ Armor +3 Fatigue +5% Resistance +2% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+7 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+5 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 84.92 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (26% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
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. |
Hazejam the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Con offense ------ Accuracy +10 (+5 eff.) When Hit 12 fire defense ------ Defense +10 (+5 eff.) Resistance +15% cold +6% fire 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. |
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.(110 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Void Star1.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Spell Crit +5% Damage +6% acid +6% cold +6% fire +6% arcane +6% lightning other ------- Light +2 Echoes From The Void: Effective talent level: 2.0 Power cost 70 out of 70/70. Range 10 Cooldown: 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 34.44 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Sootbright the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Cun +2 Con defense ------ Resistance +3% darkness other ------- Infravision +1 See Invisibility +9 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% other ------- Max mana +23.00 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. |
ash wand of lightning storm 'Glassra' [power 170] (35/15 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Spell Crit +3% Damage +3% blight Ignore resists +10% arcane When Hit 4 blight Create a radius 3 storm for 5 turns. Each turn, creatures within take 35 lightning damage and will be dazed for 1 turn (176 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Holbro the Cornac Archmage level 20
1st Allure 123rd year of Ascendancy at 08:39 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Holbro the Cornac Archmage level 10
2nd Mirth 122nd year of Ascendancy at 07:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Holbro the Cornac Archmage level 20
75th Haze 122nd year of Ascendancy at 16:55 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By Holbro the Cornac Archmage level 3
74th Pyre 122nd year of Ascendancy at 23:48 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Holbro the Cornac Archmage level 21
45th Regrowth 123rd year of Ascendancy at 07:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Holbro the Cornac Archmage level 20
7th Allure 123rd year of Ascendancy at 00:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Holbro the Cornac Archmage level 6
76th Pyre 122nd year of Ascendancy at 17:11 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Holbro the Cornac Archmage level 18
66th Haze 122nd year of Ascendancy at 22:41 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Holbro the Cornac Archmage level 12
37th Haze 122nd year of Ascendancy at 04:16 see stats
Log
Holbro receives 62 healing from Temporal Restoration Field.
Holbro's cleansing fire area effect hits Holbro for 35 fire damage.
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The protective shield of Holbro disappears.
Talent Displacement Shield is ready to use.
Crippling Poison from Xina the giant yellow ant hits Holbro for 66 nature damage.
Holbro receives 62 healing from Temporal Restoration Field.
Holbro casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Holbro's cleansing fire area effect hits Holbro for 35 fire damage.
--------------------------------
Holbro uses Infusion: Healing.
Holbro is no longer poisoned.
Holbro receives 214 healing from Infusion: Healing.
Holbro receives 62 healing from Temporal Restoration Field.
Holbro's cleansing fire area effect hits Holbro for 35 fire damage.
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The fabric of time around Holbro returns to normal.
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Cyroradhethra the temporal stalker activates Stealth.
Talent Fireflash is ready to use.
Betebeth the thief's Trick Shot performs a ranged critical strike against Holbro!
Holbro is afflicted by a crippling illness!
Betebeth the thief receives 4 healing from Holbro.
Betebeth the thief's Trick Shot hits Holbro for 303 physical, (8 ignored), 0 blight, 10 blight (313 total damage).
Betebeth the thief's Trick Shot hits Holbro for 164 physical damage.
Holbro the level 22 cornac archmage was decapitated to death by Betebeth the thief on level 2 of The Maze.
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You carry too much--you are encumbered!
Drop some of your items.













































































































