










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 20 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Ivytira the maulotaur at level 20 on the 46th Dusk 122nd year of Ascendancy at 07:12 / 1 |
Primary Stats
| Strength | 8 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 53 (base 46) |
| Magic | 54 (base 40) |
| Willpower | 23 (base 10) |
| Cunning | 20 (base 13) |
Resources
| Life | -61/413 |
| Insanity | 37/100 |
| Vim | 156/176 |
| Healing Factor | 1.2945784192899 |
| Regeneration | 0.32364460482247 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 19 |
| Accuracy | 21 |
| Crit Chance | 6% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +3% |
| Acid | +10% |
| Light | +12% |
| Nature | +16% |
| Darkness | +33% |
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +10% |
| Physical | +10% |
| Fire | +15% |
| Acid | +15% |
Defense: Base
| Armour (hardiness) | 27.752717759957 (30%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 23 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 17%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 28%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 29%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 26%( 70%) |
| Darkness | + 21%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 370 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Grand Oration |
| talent | Twofold Curse |
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 |
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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
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 |
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 within4 lumberjacks have died. | done |
Equipment
| On feet | Bokarakhad the Nightbender (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Con offense ------ Critical power +5.00% Damage +9% darkness Accuracy +5 (+3 eff.) defense ------ Armor +1 Resistance +5% lightning +6% temporal +5% arcane A pair of boots made of leather. |
| Light source | Runykan the Radiancewreck2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag offense ------ Spell Crit +2% Spellpower +20 (+7 eff.) defense ------ Resistance +3% blight Mind save +6 (+3 eff.) other ------- Mana/turn +0.04 Light +4 See Stealth +6 See Invis +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. |
| On head | Blackvalor the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Ignore resists +10% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +9% temporal +6% acid other ------- Light +1 A pointy cloth hat, very wizardly... |
| Tool | Cinderhunter [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% light +3% cold Ignore resists +10% fire defense ------ Resistance +3% fire Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | titan's steel ring of corrosion (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% acid defense ------ Resistance +20% acid Physical save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | marksman's copper ring of nature (+22%) =main=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% nature Accuracy +6 (+3 eff.) defense ------ Resistance +22% nature Rings make your fingers look great! |
| Around waist | Ebonyvagrant the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% darkness When Hit 2 darkness defense ------ Resistance +5% acid +6% fire +6% lightning +5% cold other ------- Infravision +3 A belt that goes around your waist. |
| In main hand | Gatta the ash starstaff (15-18 power, 3 apr, darkness element) =main=5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Spell Crit +8% Mind Crit +1% Critical power +10.00% Spellpower +6 (+2 eff.) Damage +15% darkness Ignore resists +15% acid defense ------ Defense +6 (+3 eff.) Resistance +8% darkness other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 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 7 that illuminates the area and deals 108.53 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. |
| On hands | 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. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 24.64 to 30.80 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
| Cloak | linen cloak 'Burnsting' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% fire Ignore Armor +3 defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +1% physical +10% cold Physical save +3 (+1 eff.) Unlife -60.00 life other ------- Max stamina +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
healing infusion of the sneak (heal 98; 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 instantly heal yourself for 98 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. |
healing infusion of the sneak (heal 80; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 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. |
healing infusion of the wizard (heal 154; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 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. |
healing infusion of the wizard (heal 148; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 148 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. |
heroism infusion of the sneak (die at -184; dur 6; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -184 life. The duration and life will increase by 1% for every 1% life you have lost (currently 395 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the sneak (speed 460%; 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 increase movement speed by 460% 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. |
movement infusion of the wizard (speed 589%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 646%; 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 increase movement speed by 646% 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. 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 19%; magical; dur 2; 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 magical effect and reduce all damage taken by 19% for 2 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. |
wild infusion of the wizard (res 26%; physical; 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 physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the wizard (res 28%; physical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, blight, nature, temporal)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 light, 5 blight, 4 nature, 3 temporal 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 warrior (absorb 41; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 41 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 Strength 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 wizard (absorb 74; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 74 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 237; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 4 turns. 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. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 179 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
grounding copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
grounding copper amulet of strength (+3) =3str=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
starlit copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
Flashwend0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Mindpower +5 (+2 eff.) Damage +15% lightning defense ------ Life Regen +2.00 Stun Resist +22% other ------- Hate-on-crit +2.00 Rings make your fingers look great! |
Pitchreign the copper ring =5str=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+6 eff.) Damage +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 16% * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +6% mind +3% darkness Rings make your fingers look great! |
Ulfokan the Nightmarrow =lgres=0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +13% light +12% darkness Ignore resists +20% cold defense ------ Resistance +26% light other ------- Equi when Hit +0.08 Psi when Hit +0.04 Hate-on-crit +1.00 Max hate +6.00 Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
gold ring of arcana (+0.12/turn)0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +24% other ------- Mana/turn +0.12 Rings make your fingers look great! |
psionicist's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
rogue's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
flaming steel battleaxe of paradox (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 temporal On-Hit, radius 1 +9 fire While equipped: defense ------ Resistance +10% temporal Massive two-handed battleaxes. |
balanced steel dagger of shearing (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +15 (+8 eff.) Ignore Armor +7 defense ------ Defense +8 (+4 eff.) Disarm Resist +23% Sharp, short and deadly. |
steel longsword (13-18 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
steel longsword of massacre (21-29 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego] Master Weapon Damage 21.0 - 29.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Sharp, long, and deadly. |
creative thorny mindstar of gales (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +5.00% Mindpower +6 (+3 eff.) Damage +5% lightning +7% cold +6% physical defense ------ Defense +7 (+4 eff.) Pinning Resist +21% 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. |
Adyranor the Mucuslord (10-12 power, 2 apr, fire element) =5str=5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Str +6 Mag +1 Cun offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% fire defense ------ Resistance +3% nature other ------- Infravision +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of fate (10-12 power, 2 apr, blight element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +3 (+1 eff.) Damage +10% blight defense ------ Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +7 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff (24-29 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +11 (+4 eff.) Damage +24% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of fate (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) Damage +15% temporal defense ------ Physical save +7 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe (19-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Glarerune =2str=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +2 Mag defense ------ Resistance +3% light Crit Resistance 5.00% Life +31.00 other ------- Infravision +3 See Invis +3 A belt that goes around your waist. |
Icevagrant the rough leather belt =dmg=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Mag +4 Wil +4 Cun offense ------ Spell Crit +5% Damage +9% arcane Against +18% Summoned defense ------ Resistance +3% cold Resist Against +15% Summoned A belt that goes around your waist. |
Khelarolin the Woeknave1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Mag +1 Con offense ------ Ignore resists +5% darkness defense ------ Defense +10 (+5 eff.) Resistance +3% fire Crit Resistance 15.00% Stealth +6 other ------- Light +3 A belt that goes around your waist. |
Unlightsever1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Wil offense ------ Critical power +5.00% Mindpower +2 (+1 eff.) Damage +9% darkness defense ------ Physical save +6 (+3 eff.) Mind save +3 (+2 eff.) other ------- Psi when Hit +0.08 A belt that goes around your waist. |
hardened leather belt of carrying1.0 Encumbrance T3 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -6% other ------- Encumbrance +35 A belt that goes around your waist. |
Urthidemnir (1 def, 0 armour) =15tempdmg=2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +15% temporal Ignore resists +5% mind When Hit 10 mind defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Mind save +6 (+3 eff.) 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 implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +5 (+2 eff.) Mind save +5 (+3 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belurianne the woollen robe (3 def, 2 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: offense ------ Physical Crit +1.0% Damage +12% lightning +7% physical +5% cold +5% fire +9% acid defense ------ Armor +2 Defense +3 (+2 eff.) Resistance +18% lightning +11% physical +10% fire +12% cold +10% acid +9% all Physical save +18 (+9 eff.) other ------- Max stamina +30.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glagathra the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: offense ------ Spellpower +10 (+4 eff.) Spellpower/crit +8 Damage +20% darkness +5% all Ignore resists +10% arcane defense ------ Resistance +30% darkness +9% all other ------- Mana/turn +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's elven-silk robe of corrosion (+24%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +16% acid defense ------ Resistance +24% acid +14% darkness +14% mind +15% all Physical save +11 (+5 eff.) Spell save +10 (+5 eff.) Mind save +21 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing linen robe of frost (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Damage +10% cold defense ------ Resistance +7% all +15% cold other ------- Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+15%) (0 def, 0 armour) =lightres=2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +10% light defense ------ Resistance +15% light +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of blight (+16%) (0 def, 0 armour) =blight=2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +16% blight defense ------ Resistance +16% blight +11% all Spell save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airwild the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: defense ------ Armor +1 Resistance +15% lightning +3% mind Silence Resist +22% Confus Resist +22% Stun Resist +22% other ------- Light +1 See Invis +3 A pair of boots made of leather. |
Charraptor the pair of rough leather boots (0 def, 1 armour) =blight=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Damage +3% blight Ignore resists +5% fire When Hit 4 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Armor +1 Resistance +6% blight Physical save +12 (+6 eff.) Mind save +10 (+5 eff.) A pair of boots made of leather. |
Hellsmonster (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +8 Wil offense ------ Damage +3% fire Ignore resists +15% mind defense ------ Armor +4 Fatigue +3% Resistance +6% light Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +6 (+3 eff.) other ------- Equi when Hit +0.16 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isuratta (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +7 Cun offense ------ Mindpower +10 (+5 eff.) defense ------ Armor +3 Resistance +6% nature Unlife -40.00 life Life Regen +5.00 Healmod +15% A pair of boots made of leather. |
Xanarenne the pair of hardened leather boots (25 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +1 Mag defense ------ Armor +3 Defense +25 (+12 eff.) Fatigue -6% Resistance +9% light Physical save +7 (+3 eff.) Life Regen +2.00 Disease Resist +10% other ------- Encumbrance +20 A pair of boots made of leather. |
pair of iron boots 'Emelaba' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Ignore resists +20% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 24 * 20% chance to reduce armor by 34% defense ------ Armor +3 Fatigue +2% Resistance +3% acid +3% blight Silence Resist +21% Confus Resist +22% Stun Resist +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Noonmarrow the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Mind Crit +2% Critical power +10.00% Mindpower +15 (+7 eff.) Damage +3% light Accuracy +12 (+6 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% light Mind save +3 (+2 eff.) 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. |
polar rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+5 eff.) On-Hit 5 cold Damage +4% cold defense ------ Armor +1 Resistance +6% cold 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. |
psychic's dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) =3str=1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +7 (+7 eff.) On-Hit 7 mind Damage +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. |
Durildir the Eclipsereign (2 def, 8 armour)2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: offense ------ Damage +13% light +6% physical Ignore resists +5% darkness Accuracy +25 (+13 eff.) Ignore Armor +2 defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +19% light Unlife -40.00 life A pointy cloth hat, very wizardly... |
Goreravage the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +11% light Ignore resists +5% darkness +25% temporal On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +1 (+1 eff.) Resistance +16% light +3% nature A pointy cloth hat, very wizardly... |
Lightwalker (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% light When Hit 6 acid On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Armor +3 Fatigue +3% Resistance +12% light +8% fire +9% darkness +7% cold A cap made of leather. |
Strikewyrd the rough leather cap (0 def, 1 armour) =lgres=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +15% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +1 Fatigue +1% Resistance +24% lightning A cap made of leather. |
aegis linen wizard hat of the sentry (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Shield Power +5% Life Regen +1.50 other ------- Infravision +3 See Stealth +7 See Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 41% and attempts to push all creatures other than yourself out of its radius, inflicting 9.11 light damage and 10.82 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
linen wizard hat 'Rotenvy' (1 def, 2 armour) =5str=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +5 Str offense ------ Critical power +5.00% Damage +11% cold defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +16% cold +3% nature +3% fire Unlife -60.00 life A pointy cloth hat, very wizardly... |
cleansing iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +16% fire +11% nature A suit of armour made of mail. |
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 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 36.65 to 109.95 lightning damage (73.30 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Coral Spray (8 def, 8 armour, 48 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training ,Str 16 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
flaming dwarven-steel shield (0 def, 6 armour, 78 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 5 fire When Hit 1 fire defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
steel shield 'Chillwedge' (0 def, 4 armour, 36.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str defense ------ Armor +4 Fatigue +8% Resistance +12% lightning +27% cold Crit Resistance 15.00% other ------- See Invis +6 Talents +1 Block Handheld deflection devices. |
5 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. |
170 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glimmergrind the iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex defense ------ Resistance +3% light Physical save +3 (+1 eff.) other ------- Stamina/turn +3.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Flashfear the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +3% fire +5% mind +6% arcane Ignore resists +15% darkness defense ------ Resistance +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. |
brass lantern 'Yarisus'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% acid defense ------ Resistance +5% arcane Physical save +5 (+2 eff.) Spell save +3 (+1 eff.) Healmod +12% Blind Resist +10% Disease Resist +10% Confus Resist +20% 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. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
barbed pouch of dwarven-steel shots of amnesia (20/20, 36-43 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego++] Master/Psionic Weapon Damage 36.0 - 43.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of erosion (21/21, 34-41 power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego+] Nature/Psionic Weapon Damage 34.0 - 40.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +13 nature +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 104 physical damage Shots are used with slings to pummel your foes to death. |
evasive iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Taintterror the ash totem of stinging [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +1 Dex defense ------ Resistance +6% nature other ------- Light +1 Sting an enemy dealing 211 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. 100% to heal for 37. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of shielding 'Poredheda' [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 34% defense ------ Armor +4 Defense +20 (+10 eff.) Life Regen +4.00 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of lightning storm [power 206] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By EgoCoE the Doomelf Cultist of Entropy level 13
4th Dusk 122nd year of Ascendancy at 12:35 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By EgoCoE the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 05:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By EgoCoE the Doomelf Cultist of Entropy level 10
1st Summertide 122nd year of Ascendancy at 12:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By EgoCoE the Doomelf Cultist of Entropy level 20
44th Dusk 122nd year of Ascendancy at 12:10 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By EgoCoE the Doomelf Cultist of Entropy level 9
1st Summertide 122nd year of Ascendancy at 02:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By EgoCoE the Doomelf Cultist of Entropy level 13
7th Flare 122nd year of Ascendancy at 18:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By EgoCoE the Doomelf Cultist of Entropy level 12
6th Flare 122nd year of Ascendancy at 10:24 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By EgoCoE the Doomelf Cultist of Entropy level 16
23rd Dusk 122nd year of Ascendancy at 16:05 see stats
Log
A shield forms around EgoCoE.
Ivytira the maulotaur hits EgoCoE for (68 to entropy), (125 absorbed), 0 darkness (0 total damage).
EgoCoE loses 4 health to the entropy.
Talent Black Monolith is ready to use.
Ivytira the maulotaur loses 5 health to the entropy.
EgoCoE's black hole pulls Ivytira the maulotaur in!
Nihil from EgoCoE hits Ivytira the maulotaur for 6 temporal damage.
Entropic Gift from EgoCoE hits Ivytira the maulotaur for 9 temporal, 9 darkness (18 total damage).
EgoCoE's black hole hits Ivytira the maulotaur for 10 temporal, 0 darkness (10 total damage).
Ivytira the maulotaur casts Netherblast.
--------------------------------
EgoCoE casts Essence Reave.
Your corruption explodes around Ivytira the maulotaur!
EgoCoE rends the essence of Ivytira the maulotaur, restoring 1 void shards!
EgoCoE hits Ivytira the maulotaur for 59 temporal, 81 darkness (140 total damage).
Corruption of the Doomed hits Ivytira the maulotaur for 39 darkness damage.
EgoCoE's void star absorbs the damage from Ivytira the maulotaur's Netherblast, converting it into entropy!
Your shield crumbles under the damage!
The shield around EgoCoE crumbles.
Ivytira the maulotaur's Netherblast hits EgoCoE for (24 to entropy), (2 absorbed), 42 temporal, 93 darkness (134 total damage).
EgoCoE loses 5 health to the entropy.
Talent Rune: Reflection Shield is ready to use.
Ivytira the maulotaur loses 7 health to the entropy.
Ivytira the maulotaur casts Moonlight Ray.
Ivytira the maulotaur's spell attains critical power!
Nihil from EgoCoE hits Ivytira the maulotaur for 5 temporal damage.
Entropic Gift from EgoCoE hits Ivytira the maulotaur for 8 temporal, 10 darkness (18 total damage).
Ivytira the maulotaur hits EgoCoE for 194 darkness damage.
EgoCoE the level 20 doomelf cultist of entropy was darkened to death by Ivytira the maulotaur on level 2 of The Maze.




















































































































