Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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: Bear Race 1.7.6Mod that allows you to play as an adventurer who somehow ended up with humanlike intelligence, but the body of a bear. Bears are an unusual adventurer species. They are unable to use most equipment (hat, lite, amulet, cape and tool only), but are very strong, fast and tough and have a rather powerful racial talent tree. Racial talents 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! 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:
Rebalancing 1.3.0Places a significant damage malus on certain bosses that became absurdly over-deadly with the changes in versions 1.6 and 1.7. Affected bosses:
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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Items Vault 1.7.6Donators/Buyers bonus! High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. 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: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Restart as Random 1.6.0Based on a request from YokuPlays. Adds an option to the death menu to allow for instantaneous restarts as a random character, as though you had gone through the birth screen and mashed the Random button. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Bear |
| Class | Cursed |
| Level / Exp | 26 / 1% |
| Size | huge |
| Lifes / Deaths | Killed by Poltergeist Spellblaze Shard at level 26 on the 49th Haze 122nd year of Ascendancy at 07:48 / 1 |
Primary Stats
| Strength | 80 (base 55) |
| Dexterity | 18 (base 17) |
| Constitution | 50 (base 20) |
| Magic | 10 (base 10) |
| Willpower | 57 (base 35) |
| Cunning | 26 (base 10) |
Resources
| Life | -82/1299 |
| Hate | 83/100 |
| Equilibrium | 0 |
| Healing Factor | 1.2477626972163 |
| Regeneration | 7.8284631623353 |
Speed
| Mental | +44.951964113259% |
| Attack | +44.951964113259% |
| Movement | +338.31662867889% |
| Spell | 0% |
| Global | +85.310734463277% |
Vision
| Sight | 10 |
| Lite | 6.024 |
| See Invisible | 3.5527136788005E-15 |
Offense: Barehand
| Damage | 124 |
| Accuracy | 47 |
| Crit Chance | 10% |
| APR | 6 |
| Speed | 0.69 |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 6% |
| Speed | 0.68988371845631 |
Offense: Damage Bonus
| Nature | +20% |
| Physical | +45% |
| Cold | +16% |
| All | +9% |
Offense: Damage Penetration
| Physical | +21% |
Defense: Base
| Armour (hardiness) | 64.145121362396 (38.594633868923%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 49 |
| Mental Save | 53 |
Defense: Resistances
| Cold | + 14%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 15%( 70%) |
| Nature | + 19%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 33%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 28% |
| Bleed Resistance | 40% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Predator | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Bear | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gloom |
| talent | Stalk |
| detrimental effect | The target has been dominated. It is unable to move and has lost 10 armor and 16 defense. Attacks from Poltergeist Spellblaze Shard gain 23% damage penetration. Dominated |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | Stalking Poltergeist Spellblaze Shard. Bonus level 2: +18 accuracy, +19% melee damage, +1.00 hate/turn prey was hit. Stalking 575/2000 +2 |
| beneficial effect | Increases defense by 9. Mobile Defense |
| detrimental effect | Reduces global action speed by 17% and all outgoing projectiles speed by 37%. Congeal Time |
| detrimental effect | The target is poisoned, taking 60.00 nature damage per turn. Deadly Poison |
| beneficial effect | The target is rampaging! (+250% movement speed, +45% attack speed, +45% mind speed, +24% physical damage, +12 physical save, +12 mental save, 33/33 damage shrugged off this turn) Rampaging |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 14. Intimidated |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 9%. Strength and Willpower are increased by 2. Poisons and diseases have a 8% chance of being neutralized each turn. Cursed Form |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower 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 Willpower by +5. | done |
You failed to protect the lost sun paladin from death by Isumima the midge swarm. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 39. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Tool | steel torque of psionic shield 'Unlightcrack' [power 53] (16/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +5 Con offense ------ Physical Power +10 (+2 eff.) Ignore resists +21% physical Ignore Armor +4 defense ------ Resistance +4% darkness +3% physical Unlife -80.32 life Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| Around neck | Bethewe0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str +5 Wil +5 Cun +3 Con defense ------ Resistance +11% light +13% darkness Healmod +13% Blind Resist +26% Cut Resist +40% other ------- Light +2 Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 11 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 229 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| Light source | preserving alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Con defense ------ Resistance +9% blight +4% all Spell save +6 (+2 eff.) Life Regen +6.02 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tidetooth the cashmere wizard hat (2 def, 16 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +11% nature +7% cold Accuracy +25 (+8 eff.) Ignore Armor +2 defense ------ Armor +16 Defense +2 (+1 eff.) Resistance +16% nature +10% cold A pointy cloth hat, very wizardly... |
| Cloak | resilient linen cloak of battle (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: offense ------ Physical Crit +1.0% Physical Power +1 (+0 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Life +31.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Inventory
healing infusion (heal 51; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 51 then cleanse 1 wound, poison, and disease effect. 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 warrior (heal 267; cd 10)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 instantly heal yourself for 267 then cleanse 1 wound, poison, and disease effect. 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 |
heroism infusion of the sneak (die at -268; dur 5; cd 30)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -268 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 536 life, 10 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. |
heroism infusion of the sneak (die at -336; dur 6; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 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 -336 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 672 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. |
regeneration infusion of the warrior (heal 487; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. 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 |
wild infusion of the psychic (res 32%; mental; dur 2; cd 16)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 mental effect and reduce all damage taken by 32% for 2 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. Press to compare to your current inscriptions |
wild infusion of the sneak (res 24%; physical; dur 2; cd 11)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 cure yourself of one random physical effect and reduce all damage taken by 24% 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 30%; physical; dur 4; cd 10)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 cure yourself of one random physical effect and reduce all damage taken by 30% 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. Press to compare to your current inscriptions |
wild infusion of the warrior (res 38%; magical; dur 3; cd 16)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 magical effect and reduce all damage taken by 38% for 3 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. 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: 16 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; temporal, cold, fire, mind, physical)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 12 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 temporal, 5 cold, 4 fire, 5 mind, 2 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (378.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 9 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 411.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 13; cd 15)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 8; phase 30; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 11; blocks 3; dur 4; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 11 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (100). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
chilling steel dagger of projection (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 12.0 - 15.6 Physical Uses 40% Wil, 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +10 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
dwarven-steel greatmaul of crippling (44-65 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Master Weapon Damage 43.5 - 65.2 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of shearing (38-58 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego++] Master Weapon Damage 38.5 - 57.8 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% all +10% physical Accuracy +36 (+12 eff.) Ignore Armor +23 Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 40% Wil, 10% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+0 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
arcing dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 46.0 - 73.6 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
arcing dwarven-steel greatsword of rage (37-59 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 37.0 - 59.2 Physical Uses 40% Wil, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: Stats +6 Str offense ------ Damage +10% physical Accuracy +9 (+3 eff.) Massive two-handed swords. |
keeper's yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Damage +12% temporal +14% physical Ignore resists +9% temporal +9% physical other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
yew longbow of piercing4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +11% all Accuracy +11 (+3 eff.) Ignore Armor +12 Longbows are used to shoot arrows at your foes. |
Nightbender the steel longsword (24-34 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 24.0 - 33.6 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +20 light On-Hit, radius 1 +12 light On-crit, radius 2 +12 cold While equipped: offense ------ Ignore resists +15% darkness defense ------ Resistance +9% darkness Sharp, long, and deadly. |
Ularin (18-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 17.5 - 24.5 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +9 cold While equipped: offense ------ Mind Crit +3% Critical power +10.00% defense ------ Resistance +15% blight Crit Resistance 10.00% Mind save +6 (+2 eff.) Sharp, long, and deadly. |
Xanodara the Glowsweeper (12-18 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +7 fire While equipped: Stats +2 Wil offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) Spellpower/crit +4 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 Blunt and deadly. |
balanced steel mace of massacre (20-29 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master Weapon Damage 20.5 - 28.7 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +24% Blunt and deadly. |
hateful dwarven-steel mace of crippling (26-37 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master/Psionic Weapon Damage 26.5 - 37.1 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 darkness Damage Against +7% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Blunt and deadly. |
slime-covered steel mace of shearing (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Disrupt/Master Weapon Damage 14.5 - 20.3 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 7% chance to slow global speed by 61% While equipped: offense ------ Ignore resists +7% all Accuracy +7 (+2 eff.) Ignore Armor +7 Blunt and deadly. |
truestriking dwarven-steel mace of corruption (24-34 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego++] Arcane/Master Weapon Damage 24.5 - 34.3 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 3 While equipped: offense ------ Ignore resists +7% physical Accuracy +8 (+2 eff.) Ignore Armor +7 Blunt and deadly. |
Saluressra (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +12 mind While equipped: Stats +4 Cun +6 Mag offense ------ Mind Crit +2% Critical power +11.00% Mindpower +4 (+1 eff.) Ignore resists +10% arcane defense ------ Healmod +20% other ------- Max vim +40.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 4 mind 5 darkness Damage +4% mind +4% darkness other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 90% 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: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Resonance +5% Damage +5% mind Ignore resists +4% mind defense ------ Resistance +4% mind Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +1.10 Psi when Hit +1.20 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. |
mage-hunter's hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Disrupt/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +7 (+2 eff.) Ignore resists +7% all Accuracy +12 (+4 eff.) Ignore Armor +8 On-Hit (Ranged): * 10 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
Poltergeist's Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
infernal ash starstaff of breaching (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +20.00% Spellpower +11 (+3 eff.) On-Hit 16 fire Damage +15% physical Ignore resists +8% physical other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +15.00% Spellpower +14 (+4 eff.) On-Hit 18 fire Damage +20% darkness other ------- See Invisibility +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel waraxe of projection (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Psionic Weapon Damage 19.5 - 27.3 Physical Uses 40% Wil, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Wil +7 Mag offense ------ Spell Crit +4% A belt that goes around your waist. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +15% darkness +11% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven woollen robe of frost (+9%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+0 eff.) Damage +13% cold defense ------ Resistance +19% cold +9% all Mind save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of dwarven-steel boots of evasion (3 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% Resistance +5% cold +10% fire Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of hardened leather boots of evasion (2 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: offense ------ Spellpower +5 (+0 eff.) defense ------ Armor +3 Defense +2 (+1 eff.) Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
corrosive hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +8 (+1 eff.) On-Hit 8 acid Damage +5% acid defense ------ Armor +2 Resistance +6% acid 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. |
dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +10.0% Spell Crit +11% Mind Crit +8% Critical power +7.00% defense ------ Armor +2 Fatigue +3% 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. |
scouring hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +7 (+2 eff.) Ignore Armor +11 When Hit: * 24 arcane resource burn defense ------ Armor +2 Resistance +10% blight Spell save +19 (+6 eff.) 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. |
storm dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +7 (+1 eff.) On-Hit 7 lightning Damage +4% lightning Accuracy +5 (+1 eff.) Ignore Armor +6 defense ------ Armor +2 Fatigue +3% Resistance +7% blight +8% lightning Spell save +11 (+4 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. |
Deepswild the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil +5 Con offense ------ Ignore resists +11% darkness When Hit 9 darkness defense ------ Armor +4 Fatigue +4% Resistance +4% fire other ------- See Invisibility +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
aegis cashmere wizard hat of corrosion (+18%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Nature While equipped: offense ------ Damage +12% acid defense ------ Defense +2 (+1 eff.) Resistance +18% acid Shield Power +8% Life Regen +3.00 A pointy cloth hat, very wizardly... |
grounding hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +8% temporal A cap made of leather. |
grounding iron helm of strength (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating hardened leather cap of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Resistance +8% cold +8% fire other ------- Breathe water A cap made of leather. |
prismatic iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
starseer's cashmere wizard hat of blight (+12%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +3% temporal +5% light +12% blight +3% darkness +5% physical defense ------ Defense +2 (+1 eff.) Resistance +12% blight A pointy cloth hat, very wizardly... |
steel mail armour of Eyal (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +22.00 Life Regen +4.00 Healmod +12% A suit of armour made of mail. |
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. |
230 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) 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. |
11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cloudwar the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +6 Wil offense ------ Mindpower +15 (+5 eff.) Damage +7% lightning defense ------ Mind save +7 (+2 eff.) other ------- Psi when Hit +0.04 Light +4 See Stealth +7 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Poramira'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Cun offense ------ Critical power +20.00% Damage +3% temporal Ignore resists +5% mind When Hit 2 temporal defense ------ Physical save +7 (+2 eff.) Mind save +6 (+2 eff.) Healmod +12% 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 of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 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. |
preserving brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +6% blight +3% all Spell save +6 (+2 eff.) Life Regen +4.00 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Furnacevein [power 180] (16/15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% fire When Hit 4 mind On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +9% fire Spell save +6 (+2 eff.) Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +6 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +7% physical defense ------ Resistance +6% physical Physical save +12 (+3 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 4 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 102 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of gale force [power 100] (16/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 145 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 182] (16/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
extending ash totem of summon tentacle [power 155] (16/25 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature 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: 392 Base Damage: 155 Armor: 12 All Resist: 16 Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn0.0 Encumbrance T1 trinket misc [Plot Item] Psionic While carried: offense ------ Move Speed +20% Damage +12% physical defense ------ Resistance +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 Encumbrance T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
5 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. |
Mayulle the yew wand of conjuration [power 245] (16/15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Critical power +5.01% Damage +7% physical Ignore Armor +4 defense ------ Resistance +2% physical Physical save +9 (+3 eff.) Fire a magical bolt dealing 267 lightning 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. |
ash wand of shielding [power 170] (16/20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 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. |
overpowered ash wand of shielding [power 272] (16/28 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 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. |
4 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. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Murder Bear the Bear Cursed level 24
70th Dusk 122nd year of Ascendancy at 09:35 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Murder Bear the Bear Cursed level 14
13rd Dusk 122nd year of Ascendancy at 02:51 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Murder Bear the Bear Cursed level 20
50th Dusk 122nd year of Ascendancy at 13:22 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Murder Bear the Bear Cursed level 22
67th Dusk 122nd year of Ascendancy at 06:42 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Murder Bear the Bear Cursed level 24
70th Dusk 122nd year of Ascendancy at 09:50 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Murder Bear the Bear Cursed level 10
9th Mirth 122nd year of Ascendancy at 16:37 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Murder Bear the Bear Cursed level 20
50th Dusk 122nd year of Ascendancy at 11:42 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Murder Bear the Bear Cursed level 24
18th Haze 122nd year of Ascendancy at 18:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Murder Bear the Bear Cursed level 7
2nd Mirth 122nd year of Ascendancy at 21:26 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Murder Bear the Bear Cursed level 24
70th Dusk 122nd year of Ascendancy at 09:35 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Murder Bear the Bear Cursed level 7
79th Pyre 122nd year of Ascendancy at 08:38 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Murder Bear the Bear Cursed level 24
18th Haze 122nd year of Ascendancy at 14:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Murder Bear the Bear Cursed level 15
13rd Dusk 122nd year of Ascendancy at 06:12 see stats
Log
Mindrot hits Animated dwarven-steel battleaxe of rage for 6 mind, 6 darkness (12 total damage).
Mindrot hits Poltergeist Spellblaze Shard for 6 mind, 6 darkness (11 total damage).
Mindrot hits Animated yew vilestaff of protection for (4 to time), 0 mind, (6 to time), 0 darkness (0 total damage).
Animated yew vilestaff of protection casts Phase Door.
Animated dwarven-steel battleaxe of rage uses Warshout.
Murder Bear resists!
--------------------------------
Murder Bear uses Reckless Charge.
Murder Bear knocks back Animated dwarven-steel battleaxe of rage!
Poltergeist Spellblaze Shard blocks Murder Bear!
Poltergeist Spellblaze Shard uses Fan of Knives.
Murder Bear hits Animated dwarven-steel battleaxe of rage for 64 physical, 104 physical (167 total damage).
Murder Bear hits Poltergeist Spellblaze Shard for (24 parried), 59 physical, 111 physical (170 total damage).
Mindrot hits Animated dwarven-steel battleaxe of rage for 6 mind, 6 darkness (11 total damage).
Mindrot hits Poltergeist Spellblaze Shard for 3 mind, 5 darkness (8 total damage).
Poltergeist Spellblaze Shard's Fan of Knives performs a melee critical strike against Murder Bear!
Murder Bear begins rampaging!
Poltergeist Spellblaze Shard's Fan of Knives performs a melee critical strike against Murder Bear!
Murder Bear is poisoned!
Poltergeist Spellblaze Shard's Fan of Knives hits Murder Bear for (9 shrugged off), 78 physical (78 total damage).
Poltergeist Spellblaze Shard's Fan of Knives hits Murder Bear for (15 shrugged off), 131 physical (131 total damage).
Poltergeist Spellblaze Shard's Fan of Knives hits Murder Bear for (15 shrugged off), (33 rampage shugs off), 98 physical (98 total damage).
Poltergeist Spellblaze Shard's Fan of Knives hits Murder Bear for (8 shrugged off), 75 physical (75 total damage).
Poltergeist Spellblaze Shard's Fan of Knives hits Murder Bear for (8 shrugged off), 70 physical (70 total damage).
Animated dwarven-steel battleaxe of rage hits Murder Bear for (8 shrugged off), 72 physical (72 total damage).
Poltergeist Spellblaze Shard uses Dominate.
Murder Bear has been dominated!
Poltergeist Spellblaze Shard performs a melee critical strike against Murder Bear!
Murder Bear resists Poltergeist Spellblaze Shard's 'Weakness Disease'!
















































































































