











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Y Tooltip 1.7.2Display more infomation in actor's tooltip. And add a hotkey to show actor's talents at cursor. Showing Order: (+) is added, (*) is heavily modified - (+) Damage Modifiers - (+) Speeds - Predator Bonus if player know - Status Effects - Faction - Flavor Text Settings: These can be always shown or hidden regardless of the related talents involved These can set threshold Intention: Range that is displayed on terrain tooltip in base game is also displayed next to actor's name. Because sometimes actor's tooltip is so long that need to wait scrolling to see the range. Group relevant infomation. Color DamageType. And change colors that hard to see. Since name and level of talents is not enough information, add a way to open the actor's talents tab of character sheet quickly instead of displaying talents in the actor's tooltip. Github: https://github.com/h-youhei/tome4-y-tooltip Special Thanks: Weight: 160 Superload: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Forbidden Cults 1.7.3Official 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.
Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Ashes of Urh'Rok 1.7.3Official 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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. Embers of Rage 1.7.3Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Archmage |
Level / Exp | 29 / 95% |
Size | big |
Lifes / Deaths | Killed by oozing horror at level 24 on the 2nd Pyre 123rd year of Ascendancy at 12:01 0 / 8Killed by Emeludavena the Guardian at level 25 on the 3rd Pyre 123rd year of Ascendancy at 22:54 Killed by Mayevena the storm wyrm at level 25 on the 17th Pyre 123rd year of Ascendancy at 19:32 Killed by dreaming horror at level 29 on the 17th Dusk 123rd year of Ascendancy at 18:45 Killed by Siluriath the awoken tentacle tree at level 29 on the 20th Dusk 123rd year of Ascendancy at 20:44 Killed by herald of oblivion at level 29 on the 21st Dusk 123rd year of Ascendancy at 15:53 Killed by Mindworm at level 29 on the 27th Dusk 123rd year of Ascendancy at 03:41 Killed by Xerariama the oozing horror at level 29 on the 32nd Dusk 123rd year of Ascendancy at 10:28 |
Primary Stats
Strength | 26 (base 18) |
Dexterity | 18 (base 10) |
Constitution | 20 (base 11) |
Magic | 65 (base 51) |
Willpower | 57 (base 59) |
Cunning | 15 (base 11) |
Resources
Life | -189/660 |
Mana | 36/574 |
Healing Factor | 1.7270588855781 |
Regeneration | 7.3400002637069 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 34 |
Accuracy | 23 |
Crit Chance | 14% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 48 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Lightning | +9% |
Light | +11% |
Darkness | +37% |
Blight | +12% |
Arcane | +27% |
Acid | +43% |
All | 0% |
Offense: Damage Penetration
Acid | +45% |
Lightning | +50% |
Mind | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 13 |
Physical Save | 32 |
Spell Save | 48 |
Mental Save | 38 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 30%( 70%) |
All | + 18%( 70%) |
Lightning | + 27%( 70%) |
Light | + 35%( 70%) |
Physical | + 20%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 48%( 70%) |
Fire | + 26%( 70%) |
Nature | + 23%( 70%) |
Defense: Immunities
Disarm Resistance | 45% |
Bleed Resistance | 40% |
Instadeath Resistance | 100% |
Stun Resistance | 44% |
Pinning Resistance | 20% |
Poison Resistance | 10% |
Silence Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1282% for 10 turns (110 total) and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 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 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 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 failed to protect the injured seer from death by snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by midge swarm. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution 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 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 41. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed red crystal shard. * You've found the needed minotaur nose. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 ritch stinger. * You've found the needed pouch of bone giant dust. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Dex offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Damage +6% acid Ignore Armor +6 When Hit 4 acid When Hit: * 25% chance to reduce strength, dexterity, and constitution by 24 * 29% chance to reduce damage dealt by 18% defense ------ Armor +9 Defense +3 (+1 eff.) Fatigue +3% Resistance +8% acid +9% light +9% fire +8% cold +5% arcane +11% lightning Spell save +9 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Life +51.00 Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +1% physical +6% cold Life +20.00 Healmod +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +4 Con offense ------ Damage +15% physical Accuracy +8 (+4 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% nature Physical save +9 (+5 eff.) Mind save +8 (+3 eff.) Unlife -60.00 life Healmod +20% Silence Resist +20% Disarm Resist +45% Pinning Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% arcane +27% darkness Ignore resists +20% acid When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 34% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Life Regen +2.00 Stun Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +12% blight Accuracy +6 (+3 eff.) When Hit 2 temporal defense ------ Resistance +12% blight +9% darkness Unlife -20.00 life Life Regen +1.00 Poison Resist +10% Stun Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -4% Life Regen +1.00 Healmod +12% Cut Resist +40% Heal: Puts all charms on 35 cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() shimmering elven-wood vilestaff of channeling (129% power, 5 apr, acid element) 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +21 (+7 eff.) Damage +25% acid other ------- Mana/turn +0.36 Max mana +43.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +7.00% Physical Power +4 (+2 eff.) defense ------ Defense +15 (+5 eff.) Resistance +1% physical Crit Resistance 10.00% Spell save +3 (+1 eff.) Unlife -80.00 life Life +40.00 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T2 shield armor [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Cun +2 Mag offense ------ Damage +11% light +10% darkness defense ------ Armor +4 Fatigue +8% Resistance +11% light +12% darkness other ------- Wards +4 lightning +3 temporal +5 darkness +4 fire +4 nature +4 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% lightning +21% arcane Ignore resists +25% lightning +20% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Defense +2 (+1 eff.) Life +44.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() dreamer's cashmere robe of corrosion (+18%) (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +12% acid defense ------ Resistance +18% acid +15% darkness +13% mind +11% all Physical save +15 (+8 eff.) Spell save +12 (+4 eff.) Mind save +24 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 30 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -151 life. The duration and life will increase by 1% for every 1% life you have lost (currently 345 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 563% 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 201 life over 5 turns. 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. |
![]() 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() 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 magical effect and reduce all damage taken by 22% for 2 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. |
![]() 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 mental and magical effect and reduce all damage taken by 24% 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. |
![]() 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 23% 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 13 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 522 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 378.00 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. |
![]() 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. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 light, 5 cold, 5 arcane, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 308.74 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] 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 32.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 36% faster, and you are invisible (power 23). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 222 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 304 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 4 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% temporal Ignore resists +15% arcane When Hit 10 arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% blight Physical save +11 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+5 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() Raingore 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +4% physical +13% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() mule's copper ring 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() Arcbreacher the steel ring 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +7 Str +6 Con offense ------ Physical Power +7 (+3 eff.) Damage +27% lightning +9% darkness Ignore resists +10% nature defense ------ Resistance +18% lightning +6% darkness Rings make your fingers look great! |
![]() Bethaldalle the Duskraider 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex +6 Cun +4 Con offense ------ Damage +6% darkness Ignore resists +10% fire Accuracy +9 (+4 eff.) defense ------ Resistance +15% blight Physical save +19 (+9 eff.) Spell save +10 (+4 eff.) Mind save +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +4 Cun offense ------ Critical power +20.00% Spellpower +8 (+3 eff.) Spellpower/crit +8 Damage +3% cold Ignore resists +5% temporal other ------- Max mana +40.00 Rings make your fingers look great! |
![]() steel ring of clarity 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() gladiator's gold ring 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +5 Str +4 Con offense ------ Physical Power +8 (+4 eff.) Rings make your fingers look great! |
![]() savior's gold ring of light (+20%) 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% light defense ------ Resistance +20% light Physical save +9 (+5 eff.) Spell save +9 (+3 eff.) Mind save +9 (+4 eff.) Rings make your fingers look great! |
![]() sneakthief's gold ring of pilfering 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +12 (+6 eff.) Ignore Armor +9 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +10 (+5 eff.) Spellpower +9 (+3 eff.) Mindpower +7 (+4 eff.) Damage +7% all defense ------ Resistance +15% blight +9% fire Mind save +3 (+2 eff.) Blind Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
![]() Hathuldir the ash magestaff (111% power, 3 apr, arcane element) 5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Spellpower/crit +5 Damage +15% arcane defense ------ Resistance +6% fire +3% cold Healmod +20% Poison Resist +20% Confus Resist +20% other ------- Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal yew magestaff of breaching (120% power, 4 apr, cold element) 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +14 (+5 eff.) Damage +20% cold Ignore resists +10% cold Ignore Shields +13% defense ------ Defense +10 (+4 eff.) Shield Power +13% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() warbringer's steel greatsword of crippling (121% power, 2 apr) 3.0 Encumbrance T2 greatsword 2H weapon [Ego++] Master Weapon Damage 122% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con offense ------ Physical Crit +7.0% Physical Power +9 (+4 eff.) Ignore resists +7% physical defense ------ Disarm Resist +18% Massive two-handed swords. |
![]() Shantiz the Stormblade (111% power, 20 apr) 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 7.0 Encumbrance T1 shield armor [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +2 Fatigue +8% Resistance +10% physical +10% cold Windwall +12 Slow Projectiles +11% other ------- Talents +1 Block Handheld deflection devices. |
![]() cashmere robe 'Kindleroar' (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Wil +4 Cun +4 Con offense ------ Damage +11% nature defense ------ Resistance +6% fire +11% all Poison Resist +23% Disease Resist +26% other ------- Psi when Hit +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Ego++] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +59.00 Life Regen +11.70 Healmod +25% A suit of armour made of leather. |
![]() Yvutta the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Con defense ------ Defense +2 (+1 eff.) Resistance +12% lightning +6% darkness +6% light Crit Resistance 15.00% Spell save +6 (+2 eff.) Mind save +12 (+5 eff.) Life Regen +4.00 other ------- Stamina/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() grounding pair of iron boots of tirelessness (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() wanderer's pair of dwarven-steel boots of rushing (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +3 Cun +5 Con defense ------ Armor +4 Fatigue +3% Physical save +10 (+5 eff.) Mind save +12 (+5 eff.) Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun defense ------ Armor +2 Fatigue +3% Physical save +9 (+5 eff.) other ------- Cooldown Double Strike -1 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. |
![]() Salatha the voratun gauntlets (30 def, 7 armour) 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: offense ------ Physical Crit +20.0% Spell Crit +13% Mind Crit +18% Critical power +13.00% defense ------ Armor +7 Defense +30 (+10 eff.) Fatigue +5% Resistance +5% arcane +24% lightning Spell save +6 (+2 eff.) other ------- Psi when Hit +0.08 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. |
![]() Tyrosin (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Wil defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +8% temporal Crit Resistance 5.00% Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing iron helm of the depths (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% cold Physical save +11 (+6 eff.) other ------- Breathe water 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 +3 Wil +4 Mag 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. |
![]() grounding dwarven-steel helm of constitution (+5) (0 def, 4 armour) 3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +5 Con defense ------ Armor +4 Fatigue +4% Resistance +11% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() preserving alchemist's lamp of health 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +11% blight Life +43.00 Life Regen +3.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Planar Beacon 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Summertide Phial 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(114 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() dwarven-steel pickaxe 'Xeriwen' (dig speed 15 turns) 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +2 Cun offense ------ Spell Crit +5% Mind Crit +6% Spellpower/crit +2 Damage +8% mind +10% fire defense ------ Mind save +8 (+3 eff.) other ------- Mana/turn +0.16 Mana-on-crit +2.00 Hate-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 115% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() Anytogen the steel torque of gale force [power 180] (15 cooldown) 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +9 Dex +2 Con defense ------ Crit Resistance 15.00% other ------- Light +3 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 207 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% nature Ignore resists +5% temporal defense ------ Resistance +9% nature +3% temporal Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 247 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() Windquarry [power 200] (15 cooldown) 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Critical power +20.00% Spellpower +20 (+7 eff.) Ignore resists +20% blight +20% nature defense ------ Spell save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 330 Base Damage: 166 Armor: 4 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Ego] Nature Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 29 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Quasimodo the Ogre Archmage level 29
13rd Dusk 123rd year of Ascendancy at 21:05 see stats
By Quasimodo the Ogre Archmage level 19
56th Haze 122nd year of Ascendancy at 11:59 see stats
By Quasimodo the Ogre Archmage level 15
64th Dusk 122nd year of Ascendancy at 10:33 see stats
By Quasimodo the Ogre Archmage level 22
2nd Allure 123rd year of Ascendancy at 17:57 see stats
By Quasimodo the Ogre Archmage level 19
56th Haze 122nd year of Ascendancy at 03:46 see stats
By Quasimodo the Ogre Archmage level 26
20th Pyre 123rd year of Ascendancy at 04:29 see stats
By Quasimodo the Ogre Archmage level 29
1st Dusk 123rd year of Ascendancy at 04:42 see stats
By Quasimodo the Ogre Archmage level 10
9th Dusk 122nd year of Ascendancy at 04:40 see stats
By Quasimodo the Ogre Archmage level 20
68th Haze 122nd year of Ascendancy at 02:50 see stats
By Quasimodo the Ogre Archmage level 2
74th Pyre 122nd year of Ascendancy at 17:11 see stats
By Quasimodo the Ogre Archmage level 24
49th Regrowth 123rd year of Ascendancy at 00:15 see stats
By Quasimodo the Ogre Archmage level 27
57th Pyre 123rd year of Ascendancy at 07:19 see stats
By Quasimodo the Ogre Archmage level 29
13rd Dusk 123rd year of Ascendancy at 21:05 see stats
By Quasimodo the Ogre Archmage level 27
41st Pyre 123rd year of Ascendancy at 10:52 see stats
By Quasimodo the Ogre Archmage level 23
4th Regrowth 123rd year of Ascendancy at 22:48 see stats
By Quasimodo the Ogre Archmage level 23
4th Regrowth 123rd year of Ascendancy at 03:46 see stats
By Quasimodo the Ogre Archmage level 25
14th Pyre 123rd year of Ascendancy at 03:27 see stats
By Quasimodo the Ogre Archmage level 18
4th Haze 122nd year of Ascendancy at 02:38 see stats
By Quasimodo the Ogre Archmage level 29
27th Dusk 123rd year of Ascendancy at 03:41 see stats
Log
Quasimodo stops bleeding.
Thunderstorm hits Xerariama the oozing horror for (14 blocked), 0 lightning (0 total damage).
Quasimodo receives 94 healing from Temporal Restoration Field.
Xerariama the oozing horror's nature slow area effect hits Quasimodo for 25 nature damage.
You cannot go into the wilds with the following effects: Fumble, Counterstrike, Slow, Scoundrel's Strategies
You cannot go into the wilds with the following effects: Fumble, Counterstrike, Slow, Scoundrel's Strategies
You cannot go into the wilds with the following effects: Fumble, Counterstrike, Slow, Scoundrel's Strategies
You cannot go into the wilds with the following effects: Fumble, Counterstrike, Slow, Scoundrel's Strategies
Quasimodo fumbles and fails to use Pulverizing Auger, injuring himself!
Fumble from Xerariama the oozing horror hits Quasimodo for 143 physical damage.
Xerariama the oozing horror uses Bash and Smash.
Xerariama the oozing horror performs a melee critical strike against Quasimodo!
Xerariama the oozing horror is weakened by the darkness!
Xerariama the oozing horror performs a melee critical strike against Quasimodo!
Quasimodo speeds up.
The fabric of time around Quasimodo returns to normal.
Quasimodo stops surging mana.
Talent Lightning is ready to use.
Talent Shock is ready to use.
Quasimodo slows down.
Melee retaliation hits Xerariama the oozing horror for 15 acid, 2 temporal, 2 mind, 12 acid, 1 temporal, 2 mind (33 total damage).
Thunderstorm hits Xerariama the oozing horror for 16 lightning damage.
Xerariama the oozing horror's nature slow area effect hits Quasimodo for 23 nature damage.
Xerariama the oozing horror hits Quasimodo for 112 physical, 6 acid, 12 fire, 50 physical, 3 acid, 7 fire (189 total damage).
Xerariama the oozing horror's Bash and Smash performs a ranged critical strike against Quasimodo!
Quasimodo's Aegis is disrupted by his wounds!
Xerariama the oozing horror's Bash and Smash hits Quasimodo for 258 physical damage.
Quasimodo the level 29 ogre archmage was punctured to death by Xerariama the oozing horror on level 1 of Scourged Pits.
The furious lightning storm around Quasimodo calms down and disappears.