










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Adventurer |
| Level / Exp | 22 / 41% |
| Size | medium |
| Lifes / Deaths | Killed by Xerawe the multi-hued drake hatchling at level 19 on the 24th Loss 122nd year of Ascendancy at 07:39 0 / 7Killed by Isloreba the assassin at level 20 on the 28th Loss 122nd year of Ascendancy at 04:27 Killed by Isloreba the assassin at level 20 on the 29th Loss 122nd year of Ascendancy at 05:47 Killed by Elevea the red ooze at level 21 on the 30th Loss 122nd year of Ascendancy at 06:46 Killed by Gunsnake at level 21 on the 30th Loss 122nd year of Ascendancy at 22:46 Killed by Xiwe the warg at level 22 on the 19th Shortage 122nd year of Ascendancy at 14:50 Killed by worm that walks at level 22 on the 20th Shortage 122nd year of Ascendancy at 16:13 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 28 (base 12) |
| Constitution | 16 (base 12) |
| Magic | 58 (base 47) |
| Willpower | 50 (base 37) |
| Cunning | 29 (base 18) |
Resources
| Insanity | 0/100 |
| Mana | 262/396 |
| Equilibrium | 50 |
| Vim | 184/184 |
| Life | -16/477 |
| Psi | 120/140 |
| Stamina | 243/243 |
| Paradox | 445 |
| Healing Factor | 1.0545771506545 |
| Regeneration | 0.26364428766363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 7 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 48 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 21 |
| Accuracy | 48 |
| Crit Chance | 9% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +36% |
| Light | +6% |
| Nature | +12% |
| Darkness | +12% |
| Cold | +12% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +20% |
| Acid | +20% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33 (50%) |
| Defense | 39 |
| Ranged Defense | 42 |
| Fatigue | 42 |
| Physical Save | 20 |
| Spell Save | 28 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 15%( 70%) |
| All | 0%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 2%( 70%) |
| Fire | + 10%( 70%) |
| Darkness | + 27%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Confusion Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 229 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 641% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Tentacles | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Air | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Combat |
| talent | Shards |
| talent | Elemental Harmony |
| talent | Reality Smearing |
| talent | Eldritch Infusion |
| talent | Beyond the Flesh |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 38.74 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 110.00 blight damage and spawn a carrion worm mass. |
| detrimental effect | Damage received in the past is returned as 34.18 paradox damage per turn. Reality Smearing |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed honey tree root. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within5 lumberjacks have died. | done |
Equipment
| Psionic focus | infernal elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 1H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +15.00% Spellpower +15 (+5 eff.) On-Hit 17 fire Damage +25% lightning other ------- See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | brawler's dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +2 Str +5 Dex +2 Cun offense ------ Accuracy +12 (+4 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+3 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. |
| Light source | brass lantern 'Forestcut'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +9% nature Ignore resists +15% temporal defense ------ Resistance +3% temporal Mind save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 See Stealth +7 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | linen wizard hat 'Silaganor' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Physical Crit +1.0% Mindpower +15 (+5 eff.) Damage +11% lightning Accuracy +5 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +2% physical A pointy cloth hat, very wizardly... |
| On feet | Khelodurain the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex +3 Mag +2 Con defense ------ Armor +1 Resistance +3% light +3% darkness +5% arcane Rush: Puts all charms on 25 turn 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. A pair of boots made of leather. |
| Tool | steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Dourcutter'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex +1 Wil +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 24% defense ------ Armor +4 Rings make your fingers look great! |
| On fingers | Oakpeal the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +5 Cun offense ------ Spellpower +6 (+2 eff.) Mindpower +7 (+3 eff.) Damage +12% darkness +3% nature Ignore resists +20% acid When Hit 4 acid 2 nature defense ------ Resistance +24% darkness Rings make your fingers look great! |
| Around neck | Glimmermark0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +6% light Ignore resists +10% light +5% temporal On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +12% light Amulets make your neck look great! |
| In main hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training Cun 37 [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 60% Wil, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+7 eff.) Ranged Defense +10 (+4 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Around waist | Chamechik the Blindspike1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 30 defense ------ Fatigue -5% other ------- Encumbrance +21 Vim-on-crit +2.00 Max mana +20.00 Light +1 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 84% Wil, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +12% Resistance +10% fire +15% cold other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Elitta the Noonbreacher (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +12% cold When Hit 2 light On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Defense +1 (+0 eff.) Resistance +3% acid +3% temporal +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+5 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 25 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 73.19 to 219.56 lightning damage (146.37 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
healing infusion of the wizard (heal 161; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -100; dur 6; cd 35)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 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 -100 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 200 life, 12 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. |
movement infusion of the psychic (speed 638%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 638% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 25 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. |
ethereal rune (power 7; resist 14%; move 44%; dur 5; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 23 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 14% all resistance, you move 44% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Starsting the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +9% acid +6% light defense ------ Resistance +6% light +3% fire other ------- Light +3 Amulets make your neck look great! |
Manivon0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +1 Dex +1 Cun +7 Con offense ------ Damage +13% mind defense ------ Resistance +13% mind Mind save +6 (+3 eff.) Rings make your fingers look great! |
Unruyon the Scaldstriker0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Damage +6% blight +13% cold Ignore resists +5% blight Accuracy +7 (+2 eff.) defense ------ Resistance +12% blight +26% cold Life +26.00 Disarm Resist +25% Pinning Resist +25% Knockbk Resist +25% Rings make your fingers look great! |
copper ring 'Umbrajeer'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +9% darkness When Hit 10 cold On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Resistance +3% cold Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
steel ring 'Turesta'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +6 (+2 eff.) Spellpower/crit +2 Damage +12% nature +6% arcane Accuracy +8 (+2 eff.) defense ------ Resistance +24% nature other ------- Max mana +60.00 Rings make your fingers look great! |
warrior's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% cold defense ------ Armor +6 Resistance +22% cold Rings make your fingers look great! |
truestriking steel battleaxe (24-37 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Master Weapon Damage 24.5 - 36.8 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +12 (+4 eff.) Ignore Armor +7 Massive two-handed battleaxes. |
balanced dwarven-steel dagger of dampening (17-22 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Disrupt/Master Weapon Damage 17.0 - 22.1 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +8 (+3 eff.) Resistance +7% acid +9% cold +10% fire +8% lightning +4% all Spell save +7 (+4 eff.) Disarm Resist +20% Sharp, short and deadly. |
warbringer's dwarven-steel dagger of massacre (21-27 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 21.0 - 27.3 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +8% physical defense ------ Disarm Resist +10% Sharp, short and deadly. |
Obliterator (48-72 power, 10 apr)5.0 Encumbrance T3 greatmaul 2H weapon Reqs Str 40 [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 72% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 28 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
elemental dwarven-steel greatmaul (44-66 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego+] Arcane Weapon Damage 44.0 - 66.0 Physical Uses 72% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 92 fire damage (1/turn) While equipped: offense ------ Damage +9% fire Ignore resists +7% fire Massive two-handed mauls. |
balanced dwarven-steel longsword of erosion (24-33 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego] Nature/Master Weapon Damage 23.5 - 32.9 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Disarm Resist +20% Sharp, long, and deadly. |
Aeriwyn the iron mace (14-19 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Critical power +20.00% Damage +3% mind defense ------ Resistance +6% fire +9% temporal other ------- EQ when Hit +0.04 Blunt and deadly. |
mossy mindstar of life (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) defense ------ Life +16.00 Life Regen +0.60 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. |
Cleansemistress the elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Cun +4 Con offense ------ Spell Crit +1% Spellpower +7 (+2 eff.) Damage +10% physical Ignore resists +5% darkness +10% nature defense ------ Resistance +12% nature Life Regen +0.70 Healmod +12% other ------- Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Infernokill (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +7 (+2 eff.) Damage +10% fire Ignore resists +15% fire defense ------ Defense +10 (+3 eff.) Crit Resistance 15.00% Life +100.00 Life Regen +0.60 Healmod +11% Knockbk Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of might (10-12 power, 2 apr, lightning element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +13% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elm vilestaff of illumination (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% fire defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 84.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff 'Starhacker' (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Physical Crit +1.0% Spell Crit +7% Critical power +11.00% Physical Power +5 (+2 eff.) Spellpower +3 (+1 eff.) Damage +3% light +10% fire defense ------ Defense +20 (+7 eff.) Resistance +9% acid +3% temporal Physical save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arthadunarain (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 12.0 - 16.8 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Str +1 Dex +3 Con offense ------ Damage +8% physical Accuracy +10 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Resistance +9% blight +3% temporal other ------- Light +1 See Invisibility +9 One-handed war axes. |
dwarven-steel waraxe 'Murkreek' (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 21.5 - 30.1 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +16 nature While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Damage +6% nature Ignore resists +10% nature +7% physical On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Resistance +6% nature Disarm Resist +20% One-handed war axes. |
Lightninggasher1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil +4 Con offense ------ Ignore resists +10% fire defense ------ Resistance +18% lightning +7% temporal A belt that goes around your waist. |
Vilezeal1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Wil offense ------ Physical Power +2 (+1 eff.) Ignore resists +15% nature defense ------ Resistance +6% mind Spell save +5 (+3 eff.) other ------- Infravision +3 Size +1 A belt that goes around your waist. |
Xyldassra1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +4 Defense +5 (+2 eff.) Spell save +14 (+7 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +3.00 Mana/turn +0.04 Size +1 A belt that goes around your waist. |
rough leather belt 'Aircrypt'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Ignore resists +10% cold Ignore Armor +1 When Hit 2 lightning defense ------ Life Regen +0.80 Healmod +10% A belt that goes around your waist. |
Porogavena (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Dex +1 Cun offense ------ Physical Power +5 (+2 eff.) Damage +6% physical On-Hit (Melee): * 20% chance to reduce armor by 36% defense ------ Defense +2 (+1 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven woollen robe of the mind (+12%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% mind defense ------ Resistance +12% mind +9% all Spell save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Carrionbraid (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +7 Cun +2 Wil offense ------ Damage +3% nature Ignore resists +10% cold defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +3% nature other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargeweeper (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Str +1 Dex +2 Mag +5 Wil offense ------ Damage +3% lightning defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Haze's kiss (25 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +3% physical Ignore resists +5% cold Ignore Armor +1 On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Armor +1 Defense +25 (+8 eff.) Resistance +6% lightning +6% temporal A pair of boots made of leather. |
miner's pair of iron boots of phasing (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +2 Mag defense ------ Armor +5 Fatigue +2% other ------- Infravision +2 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of massiveness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +3 Str +4 Con offense ------ Damage +5% physical defense ------ Armor +1 other ------- Size +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Vorura the iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +2% Damage +6% arcane On-Hit (Melee): * 10% chance to reduce all saves and defense by 30 defense ------ Armor +1 Fatigue +1% other ------- Vim-on-crit +2.00 Max mana +40.00 Max vim +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +11 (+3 eff.) Ignore Armor +8 defense ------ Armor +2 Fatigue +3% Resistance +5% blight Physical save +7 (+4 eff.) Spell save +9 (+5 eff.) Mind save +5 (+3 eff.) Disarm Resist +22% 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. |
Beteriatha the Lavaworm (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +10% acid +3% fire defense ------ Defense +1 (+0 eff.) Resistance +15% acid +3% darkness +3% blight Cut Resist +10% Stun Resist +20% A pointy cloth hat, very wizardly... |
Blazeravage the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +12% light On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +6% temporal A cap made of leather. |
Elosevena the Purequench (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning When Hit 10 mind On-Hit (Melee): * 20% chance to slow global speed by 57% * 20% chance to reduce all saves and defense by 30 defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +3% nature A pointy cloth hat, very wizardly... |
Hettustir the Coalvault (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Mag +5 Cun +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: defense ------ Defense +2 (+1 eff.) Resistance +3% lightning +4% temporal +5% light +4% fire +3% nature +4% acid +3% blight +3% cold +4% darkness A pointy cloth hat, very wizardly... |
cleansing dwarven-steel helm of dexterity (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Disrupt/Master While equipped: Stats +4 Dex defense ------ Armor +4 Fatigue +4% Resistance +8% nature +11% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sewerspire' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +6% acid Ignore resists +25% nature +20% cold On-Hit (Melee): * 10% chance to slow global speed by 57% defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's dwarven-steel helm of might (0 def, 6 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +6 Fatigue +4% other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of trickery (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
shielding cashmere wizard hat of madness (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +4 Cun offense ------ Mind Crit +6% defense ------ Defense +2 (+1 eff.) Spell save +8 (+4 eff.) Mind save +17 (+9 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 143 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
shielding linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +3 Wil +6 Mag offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +1 (+0 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Disrupt While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +12% nature +12% blight A suit of armour made of mail. |
Bethywen the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +17% lightning +6% temporal +6% acid Physical save +6 (+3 eff.) Mind save +18 (+9 eff.) Disease Resist +20% A suit of armour made of leather. |
Gloryvea the Poxhacker (10 def, 8 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +3% acid Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +8 Defense +10 (+3 eff.) Fatigue +7% Resistance +19% acid Life Regen +2.40 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 61.71 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
rejuvenating hardened leather armour of Eyal (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +20.00 Life Regen +5.00 Healmod +12% other ------- Stamina/turn +0.80 A suit of armour made of leather. |
swashbuckler's dwarven-steel shield of winter (0 def, 6 armour, 32-39 power, 79.5 block)7.0 Encumbrance T3 shield armor [Ego++] Nature/Master When used to Attack: Weapon Damage 32.5 - 39.0 Physical Uses 60% Wil, 0% Cun Mastery Stoneshield Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +10 cold While equipped: Stats +3 Str +6 Dex +1 Wil offense ------ Accuracy +6 (+2 eff.) On shield block: * Deals 165 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +10% cold other ------- Talents +1 Block Handheld deflection devices. |
3 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. |
295 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. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Pitchquencher (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Mind Crit +1% Damage +3% mind When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 24% other ------- Max hate +6.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scorchtrencher (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +8 Str +3 Mag +4 Con offense ------ Spell Crit +5% Ignore resists +10% fire other ------- Max mana +28.00 Light +2 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Strikestake the brass lantern1.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +4 Mag +3 Con offense ------ Spellpower +7 (+2 eff.) Damage +6% darkness Ignore resists +5% lightning defense ------ Resistance +6% lightning Crit Resistance 15.00% other ------- Light +5 Infravision +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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+4 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
evasive elm totem of healing [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of conjuration 'Glimmervagrant' [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% light defense ------ Defense +10 (+3 eff.) Resistance +6% acid +2% physical +15% nature Disarm Resist +10% Fire a magical bolt dealing 105 acid damage Puts all charms on 15 turn cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
innervating ash wand of lightning storm [power 176] (15 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (239 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
5 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. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Unrel the Drem Adventurer level 13
18th Wealth 122nd year of Ascendancy at 12:07 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Unrel the Drem Adventurer level 21
19th Shortage 122nd year of Ascendancy at 04:01 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Unrel the Drem Adventurer level 10
4th Profit 122nd year of Ascendancy at 05:12 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Unrel the Drem Adventurer level 20
25th Loss 122nd year of Ascendancy at 01:05 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Unrel the Drem Adventurer level 16
10th Loss 122nd year of Ascendancy at 16:35 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Unrel the Drem Adventurer level 8
1st Acquisition 122nd year of Ascendancy at 18:51 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Unrel the Drem Adventurer level 15
4th Loss 122nd year of Ascendancy at 02:21 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Unrel the Drem Adventurer level 18
18th Loss 122nd year of Ascendancy at 05:53 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Unrel the Drem Adventurer level 22
19th Shortage 122nd year of Ascendancy at 14:50 see stats
Log
Talent Rune: Shielding is ready to use.
Spacetime feels more stable.
Rested for 13 turns (stop reason: hostile spotted to the east (worm that walks)).
Worm that walks casts Worm Rot.
Unrel is afflicted by a terrible worm rot!
Reality smears around Unrel.
Unrel converts damage to paradox!
Worm Rot from Worm that walks hits Unrel for (17 converted), 39 blight, (14 converted), 32 acid (71 total damage).
Worm that walks casts Epidemic.
Unrel is afflicted by an epidemic!
Unrel converts damage to paradox!
Epidemic from Worm that walks hits Unrel for (22 converted), 52 blight (52 total damage).
Worm Rot from Worm that walks hits Unrel for (17 converted), 39 blight, (14 converted), 32 acid (71 total damage).
Worm that walks casts Drain.
The diseases of worm that walks spread!
Unrel converts damage to paradox!
Worm that walks hits Unrel for (81 converted), 188 blight (188 total damage).
Unrel casts Rune: Shatter Afflictions.
Unrel is free from the epidemic.
A shield forms around Unrel.
Your shield crumbles under the damage!
The shield around Unrel crumbles.
You feel the edges of spacetime begin to ripple and bend!
Unrel converts damage to paradox!
Worm Rot from Worm that walks hits Unrel for (46 absorbed), 0 blight, (4 absorbed), (10 converted), 24 acid (24 total damage).
Worm that walks uses Blindside.





















































































































