










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! 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! 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: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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 | Shalore |
| Class | Reaver |
| Level / Exp | 25 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Nerurayawyn the large white snake at level 25 on the 48th Regrowth 123rd year of Ascendancy at 10:09 / 1 |
Primary Stats
| Strength | 45 (base 46) |
| Dexterity | 18 (base 11) |
| Constitution | 15 (base 10) |
| Magic | 69 (base 55) |
| Willpower | 22 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -159/567 |
| Paradox | 300 |
| Vim | 10/223 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 2.3535700243688 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 102 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 51 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +15% |
| Acid | +24% |
| Nature | +15% |
| Temporal | +3% |
| Darkness | +4% |
| Arcane | +6% |
| Cold | +16% |
| All | 0% |
Offense: Damage Penetration
| Cold | +37% |
| Light | +25% |
| Fire | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31 (87.155997060385%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 23%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 28%( 70%) |
| Mind | + 23%( 70%) |
| Nature | + 45%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
| Bleed Resistance | 20% |
| Confusion Resistance | 43% |
Inscriptions (4/4)
| 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 138 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 89 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 607% 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. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Rot | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Vim | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
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 grave | active |
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 Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You failed to protect the lost warrior from death by carrion worm mass. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Scintillating Caves. Escort: temporal explorer (level 2 of Scintillating Caves)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bear paw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. | 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 | pair of rough leather boots 'Runadrantir' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% arcane +3% temporal When Hit 2 arcane defense ------ Armor +1 Fatigue -5% Resistance +3% temporal Physical save +5 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +21 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Tundraspar (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +9% acid Ignore resists +10% cold When Hit 2 acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +1 Fatigue +1% Resistance +3% acid +3% cold A cap made of leather. |
| On hands | Lustregrind (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +7 Mag +5 Wil +3 Cun offense ------ Spellpower +6 (+2 eff.) On-Hit 9 darkness 6 arcane Damage +4% darkness +3% arcane Ignore resists +25% light defense ------ Armor +2 Resistance +7% light +14% darkness +5% arcane other ------- Light +1 Infravision +1 Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +13 arcane On-crit, radius 2 +10 light +24 darkness On Hit: 20% Moonlight Ray level 3 On Hit: 10% Manathrust level 3 On Hit: * 8% chance to reduce damage dealt by 17% Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 59.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm wand of lightning storm [power 116] (7/15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Gylevea the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str offense ------ Mind Crit +3% defense ------ Resistance +3% mind Mind save +6 (+3 eff.) Life Regen +2.00 Confus Resist +43% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
| On fingers | copper ring 'Adama'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +6 (+3 eff.) Resistance +3% darkness +3% acid Rings make your fingers look great! |
| Around neck | 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 Invisibility +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... |
| In main hand | elemental dwarven-steel longsword of crippling (130% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 131% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +10% cold Ignore resists +16% cold Sharp, long, and deadly. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | elemental steel longsword (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 110% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 78 cold damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +11% cold Sharp, long, and deadly. |
| Cloak | Flamevile the cashmere cloak (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore resists +10% fire defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +5% arcane +6% temporal Unlife -60.00 life Cut Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion of the duelist (heal 82; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your 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 |
healing infusion of the psychic (heal 85; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 85; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the psychic (heal 87; 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 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 78; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 473%; 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 increase movement speed by 473% 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 psychic (speed 505%; 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 505% 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 Willpower 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 475%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% 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 |
movement infusion of the titan (speed 511%; 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 511% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the titan (speed 635%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 660%; 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 660% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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 warrior (speed 562%; 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 562% 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 Strength 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 wizard (speed 607%; 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 increase movement speed by 607% 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 19%; physical; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 19%; magical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 18%; 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 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 25%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 6; phase 16; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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. |
biting gale rune of the duelist (damage 103; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 102.78 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 223; dur 4; 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 create a protective shield absorbing at most 223 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
grounding steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +14% lightning Stun Resist +23% Amulets make your neck look great! |
steel amulet 'Sparkmoon'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% lightning +15% physical Ignore resists +10% physical Accuracy +30 (+10 eff.) When Hit 4 cold other ------- Stamina/turn +2.00 Masteries +0.21 Corruption/Sanguisuge +0.21 Technique/Combat training Amulets make your neck look great! |
gold amulet of constitution (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 9 light 9 darkness Damage +8% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 17% * 5% chance to blind Amulets make your neck look great! |
restful gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -4% Life Regen +2.00 other ------- Mana/turn +0.10 Max mana +23.00 Amulets make your neck look great! |
stabilizing gold amulet of dexterity (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +24% Amulets make your neck look great! |
copper ring 'Blindbender'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +21% darkness Ignore resists +5% darkness defense ------ Defense +6 (+3 eff.) Resistance +12% fire Rings make your fingers look great! |
savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
Mardorath the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +9% physical defense ------ Fatigue -4% Physical save +6 (+3 eff.) Unlife -60.00 life Life +78.00 Life Regen +7.00 Healmod +12% Disarm Resist +21% Pinning Resist +24% Knockbk Resist +20% other ------- Encumbrance +25 Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
rogue's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +3 Mag offense ------ On-Hit 14 light On-Ranged-Hit 16 light Damage +10% light defense ------ Defense +4 (+2 eff.) Rings make your fingers look great! |
steel ring 'Bleakqueen'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% light +12% cold When Hit 4 light On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +45% cold Rings make your fingers look great! |
Lavaquell0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex +4 Mag +1 Wil offense ------ Damage +9% fire Accuracy +10 (+4 eff.) defense ------ Resistance +3% fire Crit Resistance 10.00% other ------- Infravision +2 See Invisibility +6 Rings make your fingers look great! |
mule's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +25% other ------- Encumbrance +24 Infravision +4 See Stealth +13 See Invisibility +5 Rings make your fingers look great! |
pixie's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +8 (+2 eff.) Rings make your fingers look great! |
elm starstaff of greater warding (100% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% light defense ------ Armor +7 Defense +7 (+4 eff.) other ------- Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental iron longsword of shearing (102% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego++] Arcane/Master Weapon Damage 102% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Hit: * Create an explosion dealing 78 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +6% fire +5% all Accuracy +5 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
elemental steel longsword (112% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 78 fire damage (1/turn) While equipped: offense ------ Damage +7% fire Ignore resists +9% fire Sharp, long, and deadly. |
Ragirig (109% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 nature While equipped: Stats +5 Dex offense ------ Physical Crit +2.0% Mindpower +20 (+10 eff.) Accuracy +10 (+4 eff.) defense ------ Resistance +6% nature Mind save +12 (+6 eff.) One-handed war axes. |
truestriking steel waraxe of enduring (109% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 109% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Con +5 Wil offense ------ Ignore resists +7% physical Accuracy +7 (+3 eff.) Ignore Armor +7 defense ------ Life +30.00 One-handed war axes. |
Eclipsearc (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 blight +8 lightning On-crit, radius 2 +4 temporal On Hit: * 5% chance to reduce strength, dexterity, and constitution by 23 While equipped: defense ------ Resistance +3% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
warbringer's iron dagger of enduring (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +5 Wil +8 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +6% physical defense ------ Life +20.00 Disarm Resist +11% Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Raingore' (112% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Weapon Damage 112% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 darkness Damage Against +6% Living On-Hit, radius 1 +12 nature While equipped: Stats +4 Str +2 Wil +3 Con offense ------ Ignore resists +5% nature defense ------ Resistance +12% acid Sharp, short and deadly. |
dwarven-steel dagger of enduring (111% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Con +5 Wil defense ------ Life +10.00 Sharp, short and deadly. |
elemental dwarven-steel dagger of crippling (118% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Arcane/Master Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * Create an explosion dealing 78 lightning damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +8% lightning Ignore resists +8% lightning Sharp, short and deadly. |
thought-forged dwarven-steel dagger of massacre (130% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 mind On Hit: * 10% chance to reduce all saves and defense by 20 While equipped: Stats +4 Cun +2 Wil Sharp, short and deadly. |
warbringer's dwarven-steel dagger of enduring (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Nature/Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Con +7 Wil offense ------ Physical Power +6 (+2 eff.) Ignore resists +10% physical defense ------ Life +29.00 Disarm Resist +15% Sharp, short and deadly. |
thorny mindstar 'Emydatha' (96% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Disrupt Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature 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 +6 Str +2 Con offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 6 acid Damage +4% acid +6% mind Ignore resists +4% acid defense ------ Defense +5 (+3 eff.) Resistance +9% acid +4% all Life Regen +3.00 Healmod +19% Heal-on-summon +12 other ------- Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+4 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+7 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
cashmere robe 'Salotira' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature While equipped: Stats +6 Con offense ------ Damage +11% nature +16% physical Ignore resists +25% temporal When Hit 6 temporal defense ------ Resistance +5% blight +16% physical +6% temporal +11% all Life +51.00 Life Regen +3.00 Healmod +18% Poison Resist +32% Disease Resist +36% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Deepsfear (9 def, 14 armour)9.0 Encumbrance T3 light armor [Random Unique] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% On-Hit 7 fire On-Ranged-Hit 7 fire Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +14 Defense +9 (+5 eff.) Fatigue +8% Resistance +18% lightning +10% physical +3% darkness +18% fire A suit of armour made of leather. |
hardened leather armour 'Breguledil' (9 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +12% temporal When Hit 4 mind defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +20% fire +6% mind +7% arcane Spell save +11 (+6 eff.) Mind save +14 (+7 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
Aratira the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Critical power +10.00% Ignore resists +5% physical defense ------ Resistance +6% acid +1% physical +6% blight Unlife -20.00 life A belt that goes around your waist. |
rough leather belt 'Lightningslicer'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +6% lightning Against +15% Summoned On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% cold Resist Against +17% Summoned Knockbk Resist +10% A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Borumahell1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: offense ------ Spellpower +4 (+1 eff.) Ignore resists +20% acid When Hit 4 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +11 (+6 eff.) Fatigue -4% Mind save +7 (+3 eff.) Stealth +8 other ------- Encumbrance +37 A belt that goes around your waist. |
Silanor1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Critical power +5.00% Damage +12% physical Ignore Armor +3 defense ------ Unlife -40.00 life Life +38.00 other ------- Max stamina +10.00 A belt that goes around your waist. |
Neriyath the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +7 Wil offense ------ Physical Crit +1.0% Mind Crit +5% Critical power +5.00% defense ------ Defense +6 (+3 eff.) Resistance +1% physical Mind save +9 (+4 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 'Bloomvice' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +6 Con offense ------ Damage +12% cold On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold Crit Resistance 15.00% 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. |
linen cloak 'Ichorwinter' (11 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +6% nature Accuracy +10 (+4 eff.) Ignore Armor +2 defense ------ Defense +11 (+6 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastgash (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +10 Dex offense ------ Damage +6% lightning defense ------ Defense +10 (+5 eff.) Resistance +12% nature +3% fire Physical save +8 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeralle the cashmere cloak (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Cun +4 Con offense ------ When Hit 4 physical defense ------ Defense +10 (+5 eff.) Physical save +8 (+4 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. |
cashmere cloak of the hunter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +20 (+7 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -5% Life +45.00 other ------- Max stamina +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltnight (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con offense ------ Ignore resists +10% darkness +15% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +1 Resistance +6% lightning Physical save +11 (+5 eff.) Mind save +11 (+5 eff.) A pair of boots made of leather. |
Delundil the Lustrevein (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +6 Lck offense ------ Damage +15% mind defense ------ Armor +1 Stealth +7 other ------- Hate-on-crit +2.00 Light +3 A pair of boots made of leather. |
traveler's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +6 (+3 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Boltwell (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Str +4 Mag +8 Con offense ------ Damage +8% physical Ignore resists +25% lightning defense ------ Armor +3 other ------- Light +1 Size +1 A pair of boots made of leather. |
Sepsiswrest (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil offense ------ Mindpower +5 (+2 eff.) Ignore resists +15% acid +6% physical When Hit 2 acid 4 nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Resistance +12% fire Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of hardened leather boots 'Arcreaper' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Ignore resists +5% lightning defense ------ Armor +3 Resistance +3% physical Crit Resistance 15.00% Physical save +10 (+5 eff.) Spell save +23 (+11 eff.) Mind save +14 (+7 eff.) Cut Resist +20% Stun Resist +20% A pair of boots made of leather. |
pair of hardened leather boots 'Yvitira' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str defense ------ Armor +3 Resistance +15% temporal +20% fire +1% physical +8% cold A pair of boots made of leather. |
pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +3 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. A pair of boots made of leather. |
pair of iron boots 'Pureguile' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ When Hit 2 temporal On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Stamina/turn +0.40 Max stamina +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Frozenusher' (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +4 Defense +5 (+3 eff.) Fatigue +3% Resistance +6% cold +12% fire Life Regen +4.00 Confus Resist +20% Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cuthikaltholdir (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Str +8 Mag offense ------ Physical Power +5 (+1 eff.) Ignore resists +10% mind defense ------ Armor +1 other ------- See Invisibility +9 Unarmed combat: Weapon Damage 105% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 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 37.69 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. |
hardened leather gloves 'Emelanor' (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +1 Wil offense ------ Physical Crit +6.0% Spell Crit +7% Mind Crit +8% Critical power +7.00% Accuracy +6 (+2 eff.) defense ------ Armor +6 Crit Resistance 15.00% Physical save +6 (+3 eff.) Mind save +16 (+8 eff.) Life +49.00 Cut Resist +10% Disarm Resist +26% Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 On Hit: 10% Perfect Control level 3 On Crit: 20% Cripple level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +2 Cun offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +7% darkness other ------- Infravision +2 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +4 Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% On-hit +11 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Lightningpiercer' (0 def, 9 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +5 Con offense ------ On-Hit 7 cold Damage +9% lightning +4% cold defense ------ Armor +9 Fatigue +1% Resistance +6% acid +6% cold Spell save +15 (+8 eff.) Life Regen +4.00 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Searshine the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex offense ------ On-Hit 5 acid 7 mind Damage +6% acid +3% fire +6% mind Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% acid +3% temporal +7% mind +5% arcane Mind save +12 (+6 eff.) Poison Resist +20% Confus Resist +10% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +15.0% Attack Speed 83% On-crit, radius 2 +7 acid +7 mind On Hit: 20% Psychic Lobotomy level 3 On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag defense ------ Armor +2 Fatigue +3% Resistance +7% light +7% darkness other ------- Infravision +1 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +19 light +13 darkness Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 59.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
clarifying linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Psionic While equipped: Stats +2 Cun defense ------ Defense +1 (+1 eff.) Mind save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
shielding linen wizard hat of blight (+11%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% blight defense ------ Defense +1 (+1 eff.) Resistance +11% blight Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Belissra the Windblight (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% cold defense ------ Defense +1 (+1 eff.) Resistance +3% light +19% cold +9% fire +6% nature +5% arcane Teleport Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A pointy cloth hat, very wizardly... |
Xolle the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Mag offense ------ Ignore resists +5% arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to reduce armor by 33% defense ------ Armor +1 Fatigue +1% other ------- Mana-on-crit +1.00 A cap made of leather. |
Isyselaith (6 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun offense ------ Critical power +15.00% Damage +9% physical Accuracy +26 (+9 eff.) When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+3 eff.) Fatigue +3% Resistance +3% acid Mind save +6 (+3 eff.) other ------- Max stamina +10.00 Max psi +10.00 A cap made of leather. |
hardened leather cap 'Borechak' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Crit +2.0% Damage +6% physical defense ------ Armor +3 Fatigue +3% Resistance +9% acid +11% fire +8% cold other ------- Stamina/turn +3.00 A cap made of leather. |
Dawngrinder the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +1 Cun defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +9% cold other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Healmonster' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Power +5 (+1 eff.) When Hit 2 nature defense ------ Armor +3 Fatigue +5% Resistance +1% physical Life +80.00 Healmod +15% 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 (+6 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
brass lantern 'Salulrann'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Str +1 Mag offense ------ Ignore resists +5% mind When Hit 4 mind defense ------ Crit Resistance 10.00% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ulegar the Cracklewrecker1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Con offense ------ Ignore resists +10% lightning defense ------ Resistance +15% blight +12% darkness +3% acid Crit Resistance 15.00% Life Regen +2.00 Stun Resist +10% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Airusher'1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Spell Crit +2% Mind Crit +5% Mindpower +7 (+3 eff.) Spellpower/crit +4 Damage +6% blight Ignore resists +20% lightning When Hit 8 blight defense ------ Mind save +8 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Ce'Nuvea the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Dex offense ------ Ignore resists +20% physical defense ------ Resistance +3% mind other ------- Max stamina +10.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Tempestraider' (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Damage +3% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 defense ------ Resistance +9% lightning +7% fire +7% darkness +1% physical Unlife -80.00 life other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +2 Str +1 Dex offense ------ Physical Power +4 (+1 eff.) Move Speed +10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of wreckage (dig speed 26 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +5 Str offense ------ Ignore Armor +9 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 +87 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
Glalle the iron torque of gale force [power 105] (7/15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +5 Dex defense ------ Resistance +3% fire Poison Resist +20% other ------- Infravision +3 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emelana [power 2] (7/25 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce armor by 33% other ------- Max hate +4.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage by 12% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of psionic shield [power 47] (7/25 cooldown)2.0 Encumbrance T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield 'Flamedream' [power 53] (7/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% fire When Hit 2 mind defense ------ Resistance +9% darkness +15% fire +3% mind +5% arcane Mind save +3 (+1 eff.) Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Anerek [power 2] (7/25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +6% temporal +12% fire Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce fatigue by 29% for 2 turns. 100% to increase all damage penetration by 13% for 2 turns. 100% to heal for 41. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind [power 2] (7/25 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Radiancerupture [power 122] (7/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +5.00% Ignore resists +5% light defense ------ Resistance +6% light +6% mind other ------- Max hate +4.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Isessra' [power 116] (7/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Spell Crit +1% defense ------ Physical save +9 (+4 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +3.00 Sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle 'Cloudwoe' [power 105] (7/25 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Str +1 Dex +3 Wil +2 Con defense ------ Resistance +3% lightning other ------- See Invisibility +12 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 109 Armor: 0 All Resist: 6 Puts all charms on 25 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mokath the ash totem of healing [power 188] (7/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +8 Mag +4 Wil +6 Con Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Tundraqueller [power 278] (7/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +18% cold Ignore resists +20% fire When Hit 10 nature 4 cold Sting an enemy dealing 320 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
powerful yew wand of lightning storm [power 230] (7/15 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of shielding [power 230] (7/20 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 230 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Anniassa the Shalore Reaver level 11
74th Dusk 122nd year of Ascendancy at 03:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Anniassa the Shalore Reaver level 23
38th Regrowth 123rd year of Ascendancy at 02:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anniassa the Shalore Reaver level 10
41st Dusk 122nd year of Ascendancy at 23:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anniassa the Shalore Reaver level 20
63rd Haze 122nd year of Ascendancy at 07:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Anniassa the Shalore Reaver level 6
3rd Flare 122nd year of Ascendancy at 12:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Anniassa the Shalore Reaver level 5
2nd Flare 122nd year of Ascendancy at 05:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anniassa the Shalore Reaver level 18
53rd Haze 122nd year of Ascendancy at 15:39 see stats
Log
Carrion worm mass's wormblight area effect hits Nerurayawyn the large white snake for 19 blight damage.
Carrion worm mass's wormblight area effect hits Nerurayawyn the large white snake for 19 blight damage.
Ran for 2 turns (stop reason: detrimental status effect).
Nerurayawyn the large white snake is free from the acid.
Nerurayawyn the large white snake uses Juggernaut.
Nerurayawyn the large white snake hardens its skin.
Anniassa is no longer out of phase.
--------------------------------
Nerurayawyn the large white snake uses Blindside.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 43.
Anniassa vanishes from sight.
Anniassa deactivates Secrets of the Eternals.
Nerurayawyn the large white snake slows down.
Nerurayawyn the large white snake is poisoned!
Nerurayawyn the large white snake is covered in acid!
Melee retaliation hits Nerurayawyn the large white snake for 2 acid, 18 nature, 3 nature, 2 arcane (25 total damage).
Nerurayawyn the large white snake hits Anniassa for (128 to bones), 0 physical (0 total damage).
Carrion worm mass's morale has been lowered.
Nerurayawyn the large white snake uses Stunning Blow.
Nerurayawyn the large white snake performs a melee critical strike against Anniassa!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 50.
Anniassa is crippled.
Anniassa is stunned!
Nerurayawyn the large white snake performs a melee critical strike against Anniassa!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 59.
Anniassa is no longer being stalked by Nerurayawyn the large white snake.
Melee retaliation hits Nerurayawyn the large white snake for 2 acid, 16 nature, 3 nature, 2 arcane, 1 acid, 8 nature, 1 nature, 1 arcane (33 total damage).
Nerurayawyn the large white snake hits Anniassa for 151 physical, 178 physical (329 total damage).
Anniassa the level 25 shalore reaver was chopped into tiny pieces to death by Nerurayawyn the large white snake on level 3 of Old Forest.
























































































































