











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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. 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:
Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 27 / 56% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 8 (base 10) |
| Magic | 17 (base 10) |
| Willpower | 83 (base 58) |
| Cunning | 65 (base 52) |
Resources
| Life | 343/343 |
| Equilibrium | 18 |
| Psi | 488/488 |
| Healing Factor | 1.1795910630513 |
| Regeneration | 14.449990522378 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +149.07212032837% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 47 |
| Crit Chance | 24% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 94 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 50 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.5 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 73 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +11% |
| Lightning | +21% |
| Nature | +15% |
| Cold | +27% |
| Physical | +11% |
| Mind | +20% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +9% |
| Mind | +9% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 32.9 |
| Spell Save | 40.375 |
| Mental Save | 49 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Light | + 23%( 70%) |
| Cold | + 40%( 70%) |
| Blight | + 21%( 70%) |
| Acid | + 29%( 70%) |
| Mind | + 24%( 70%) |
| All | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 55% |
| Silence Resistance | 20% |
| Pinning Resistance | 41% |
| Poison Resistance | 0% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 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 692% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Psiblades |
| talent | Thought-Form: Defender |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed minotaur nose. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' 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 xorn fragment. * You've found the needed green worm. * You've found the needed black mamba head. 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 chunk of ghoul flesh. * You've found the needed wretchling eyeball. * You've found the needed snow giant kidney. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Earogorn' (10 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +2 Mag +3 Wil +3 Cun defense ------ Armor +7 Defense +10 (+6 eff.) Resistance +9% light Crit Resistance 5.00% Physical save +6 (+2 eff.) Spell save +5 (+1 eff.) Mind save +6 (+2 eff.) A pair of boots made of leather. |
| Light source | Broderath the Bloomwedge2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +20% nature defense ------ Life Regen +4.00 Pinning Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Gloreldath the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% acid On-Hit (Melee): * 10% chance to slow global speed by 69% defense ------ Defense +1 (+1 eff.) Resistance +16% acid Mind save +9 (+3 eff.) Unlife -20.00 life Life +40.00 Life Regen +4.00 A pointy cloth hat, very wizardly... |
| On hands | Spellhunt Remnants (3 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +8 (+2 eff.) Damage +15% nature Ignore resists +15% nature defense ------ Armor +4 Defense +3 (+3 eff.) Spell save +8 (+2 eff.) Life +60.00 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Ignore Armor +12 Critical Rate +8.0% Attack Speed 83% On-hit +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | iron pickaxe 'Emelatta' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Con offense ------ Physical Power +4 (+1 eff.) Move Speed +10% On-Hit (Melee): * 20 arcane resource burn defense ------ Life +60.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+4 eff.) defense ------ Life +20.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
| On fingers | titan's steel ring of the mind (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con offense ------ Damage +10% mind defense ------ Resistance +10% mind Physical save +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 437 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Bloomsoul (8-9 power, 27 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 99% Wil, 59% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +16 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 48 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Around waist | rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Charged Focus (10-11 power, 50 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 99% Wil, 59% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +50 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +24 (+5 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: defense ------ Defense +1 (+1 eff.) Physical save +5 (+1 eff.) Mind save +7 (+2 eff.) Unlife -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Cyronne (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Spell Crit +3% Mind Crit +3% Mindpower +7 (+1 eff.) Spellpower/crit +6 Damage +6% lightning +27% cold +10% mind +11% physical Ignore resists +9% mind Ignore Shields +10% defense ------ Resistance +7% lightning +29% cold +9% all other ------- Mana/turn +0.16 Psi/turn +0.44 Vim-on-crit +2.00 Max psi +18.00 Max vim +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 18%; reduction 3; dur 4; cd 18)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 18% 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. |
healing infusion (heal 65; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 207; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 214; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 89; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 425%; cd 9)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 425% 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. 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 duelist (speed 463%; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 463% 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. |
movement infusion of the psychic (speed 653%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 653% 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. |
movement infusion of the wizard (speed 542%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 542% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 60; 12 cd)0.1 Encumbrance infusion scroll [Normal] 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 60 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 8; phase 25; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. 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. |
manasurge rune (regen 904% over 10 turns; mana 45; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 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 904% for 10 turns (14 total) and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 93; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 94; cd 13)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 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 94 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 53; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 53 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 39; cd 13)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 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 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 38; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 349; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] 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 at most 349 damage for 4 turns. 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. |
Brightkiss the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +9% light defense ------ Mind save +18 (+6 eff.) other ------- Max hate +2.00 Light +2 Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+9 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Gunugrim0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +3 Wil +5 Lck offense ------ Critical power +5.00% Damage +6% physical Accuracy +5 (+5 eff.) defense ------ Armor +2 Defense +25 (+14 eff.) Physical save +10 (+3 eff.) Spell save +12 (+3 eff.) Mind save +11 (+3 eff.) Resist unseen 11% Amulets make your neck look great! |
Scaldmaim0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% mind When Hit 4 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 40 defense ------ Resistance +12% fire other ------- Masteries +0.13 Psionic/Discharge Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 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... |
clarifying steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +13% mind Confus Resist +20% Amulets make your neck look great! |
grounding copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +12% lightning Stun Resist +22% Amulets make your neck look great! |
insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire +10% cold Amulets make your neck look great! |
starlit copper amulet of mastery (0.11 Psionic / Dreaming)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% light +11% darkness Blind Resist +23% other ------- Masteries +0.11 Psionic/Dreaming Amulets make your neck look great! |
Beleda the Cureoozer0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +11% mind +6% nature Ignore resists +5% nature When Hit 4 acid On-Hit (Melee): * 10% chance to reduce armor by 14% * 20% chance to reduce all saves and defense by 40 defense ------ Resistance +11% mind Rings make your fingers look great! |
Beluromimnir the Sulfurenvy0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Dex +2 Wil offense ------ Damage +11% cold Ignore Armor +3 defense ------ Armor +4 Resistance +22% cold +3% nature +1% physical Rings make your fingers look great! |
Blastdare0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Mag +2 Wil +2 Con offense ------ Damage +6% lightning Ignore resists +10% lightning Accuracy +8 (+8 eff.) Ignore Armor +8 defense ------ Defense +8 (+5 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 23.33 cold and 20.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Vorothra the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Wil +2 Mag offense ------ Physical Crit +3.0% On-Hit 12 light On-Ranged-Hit 15 light Damage +10% light When Hit 2 physical defense ------ Physical save +9 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) Life Regen +3.00 Stun Resist +25% other ------- Max mana +20.00 Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
psionicist's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of arcana (+0.19/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Silence Resist +21% other ------- Mana/turn +0.19 Rings make your fingers look great! |
psionicist's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+4 eff.) Mind save +6 (+2 eff.) Confus Resist +20% Rings make your fingers look great! |
solipsist's copper ring of aether (+11%)0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) Damage +11% arcane defense ------ Resistance +11% arcane Rings make your fingers look great! |
steel ring 'Chamyndur'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Cun offense ------ Critical power +10.00% Damage +14% acid +24% mind Ignore resists +15% mind defense ------ Resistance +28% acid Rings make your fingers look great! |
wizard's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
iron battleaxe 'Jetwisp' (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Arcane Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-hit +13 cold While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Ignore resists +15% darkness +15% mind When Hit 4 arcane defense ------ Resistance +3% darkness Mind save +3 (+1 eff.) other ------- Equi when Hit +0.04 Max psi +30.00 Massive two-handed battleaxes. |
Glintripper (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +7 light +16 acid Damage Against +10% Undead On-Hit, radius 1 +8 light While equipped: Stats +4 Str offense ------ Damage +15% light other ------- See Invis +9 Sharp, short and deadly. |
plaguebringer's steel mace of rage (14-20 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon Reqs Str 16 [Ego++] Arcane/Master Weapon Damage 14.0 - 19.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 5 While equipped: Stats +3 Str offense ------ Damage +8% physical Accuracy +8 (+8 eff.) defense ------ Disease Resist +11% Blunt and deadly. |
truestriking dwarven-steel mace of paradox (29-41 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 29.0 - 40.6 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +10 temporal While equipped: offense ------ Ignore resists +7% physical Accuracy +5 (+5 eff.) Ignore Armor +7 defense ------ Resistance +5% temporal Blunt and deadly. |
Arodunagachak (6-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +12 acid While equipped: Stats +6 Cun +4 Str offense ------ Mind Crit +2% Mindpower +10 (+2 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Resistance +12% blight other ------- Infravision +3 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. |
gifted thorny mindstar of life (10-11 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +10 (+2 eff.) defense ------ Life +10.00 Life Regen +0.90 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. |
Nerelenne4.0 Encumbrance T1 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +8 Dex +3 Mag +3 Cun +1 Con offense ------ Damage +6% acid On-Hit (Ranged): * 20% chance to reduce armor by 14% defense ------ Resistance +6% mind Slings are used to hurl stones or metal shots at your foes. |
steady cured leather sling of cold4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +6 cold While equipped: offense ------ Physical Crit +3.0% Damage +9% cold Accuracy +7 (+7 eff.) Slings are used to hurl stones or metal shots at your foes. |
Airbearer the yew starstaff (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +12% Critical power +15.00% Spellpower +15 (+4 eff.) Damage +20% physical When Hit 2 lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% acid +6% lightning Spell save +3 (+1 eff.) Life Regen +0.80 Healmod +16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Weapon Damage 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% Damage Conversion 50% blight While equipped: offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +18% arcane +18% blight defense ------ Resistance +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
infernal elm magestaff (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Critical power +16.00% Spellpower +7 (+2 eff.) On-Hit 15 fire Damage +10% arcane other ------- See Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Erelarain the steel waraxe (10-15 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Nature Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +9 Str +8 Dex +7 Mag +7 Wil +9 Cun +5 Con offense ------ Ignore Armor +4 defense ------ Resistance +2% physical other ------- See Invis +15 One-handed war axes. |
elemental steel waraxe of crippling (13-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Ego++] Arcane/Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +11% lightning Ignore resists +8% lightning One-handed war axes. |
Rhekor1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +20% mind Accuracy +15 (+11 eff.) defense ------ Resistance +5% lightning +6% temporal +1% physical other ------- Stamina/turn +1.00 A belt that goes around your waist. |
Singevein1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% darkness +9% fire When Hit 4 fire defense ------ Resistance +6% lightning +6% temporal other ------- Equi when Hit +0.24 A belt that goes around your waist. |
hardened leather belt 'Thunderlady'1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Mindpower +4 (+1 eff.) Damage +3% lightning defense ------ Resistance +3% acid +3% light +9% blight +7% fire +5% arcane +8% cold Physical save +7 (+2 eff.) Life +45.00 A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
cashmere cloak 'Sunseam' (12 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +20% fire defense ------ Armor +8 Defense +12 (+7 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Life +38.00 Healmod +20% Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emeluldavea the Moldbraze (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +14% acid +15% nature defense ------ Resistance +24% acid +6% light +9% blight +12% fire +9% all other ------- Equi when Hit +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Polomilaith the Dayhunter (2 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Damage +6% light Ignore resists +10% mind When Hit 2 mind 2 light defense ------ Armor +2 Defense +2 (+2 eff.) Resistance +3% acid +6% mind +7% all Physical save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Polydawen (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +4 Mag offense ------ Mind Crit +2% Damage +15% acid Ignore resists +25% mind defense ------ Resistance +22% acid +9% temporal +6% darkness +9% fire +11% all other ------- Hate-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rootfist (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Damage +12% mind Ignore resists +25% darkness +10% nature On-Hit (Melee): * 20% chance to slow global speed by 69% * 10% chance to reduce damage dealt by 32% defense ------ Resistance +12% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of protection (2 def, 2 armour)2.0 Encumbrance T2 cloth armor [Ego+] Master/Psionic While equipped: defense ------ Armor +2 Defense +2 (+2 eff.) Resistance +11% darkness +10% mind +9% all Physical save +29 (+8 eff.) Spell save +12 (+3 eff.) Mind save +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +12% lightning defense ------ Resistance +18% lightning +9% all other ------- Mana/turn +0.14 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Isamida' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +8 Wil offense ------ Spell Crit +3% Spellpower/crit +10 Damage +18% arcane +12% acid defense ------ Resistance +7% all other ------- Mana/turn +0.15 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of frost (+21%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +14% cold defense ------ Resistance +11% all +21% cold Mind save +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastorder the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +18% blight Ignore resists +5% lightning +10% cold defense ------ Armor +5 Fatigue +2% Resistance +9% lightning +3% blight other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Falylarath the Jetgash (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +18% darkness defense ------ Armor +1 Resistance +12% lightning +6% temporal +3% blight +3% acid Spell save +3 (+1 eff.) A pair of boots made of leather. |
Freezerage the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +10% cold +25% fire On-Hit (Melee): * 20% chance to reduce armor by 14% defense ------ Armor +3 Fatigue +2% Resistance +12% acid +24% cold Life Regen +3.00 Healmod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Brightbraze' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% light When Hit 8 lightning defense ------ Armor +3 Fatigue +2% Resistance +3% light Physical save +6 (+2 eff.) Spell save +7 (+2 eff.) Mind save +9 (+3 eff.) other ------- Light +2 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 'Silatta' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% mind +3% temporal Ignore resists +5% mind +10% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +1 Resistance +15% acid +6% fire +6% cold A pair of boots made of leather. |
blighted dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 7 blight Damage +5% blight defense ------ Armor +2 Fatigue +3% Resistance +7% blight Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +5 blight On Hit: 20% Soul Rot 3 Metal gloves protecting the hands up to the middle of the lower arm. |
cinder hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) On-Hit 8 fire Damage +5% fire Accuracy +6 (+6 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% blight +6% fire Spell save +10 (+3 eff.) Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +7 fire On Hit: 10% Fire Breath 3 On Hit: * 11% chance to slow global speed by 69% * 13% chance to reduce armor by 14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +2 Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 24.0 - 26.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Radiance's kiss' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Cun +6 Wil offense ------ Mindpower +20 (+5 eff.) On-Hit 7 acid Damage +4% acid Ignore resists +5% arcane defense ------ Armor +1 Resistance +6% acid Mind save +9 (+3 eff.) other ------- Light +3 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 8 lightning Damage +4% lightning Accuracy +10 (+9 eff.) defense ------ Armor +2 Fatigue +3% Resistance +8% lightning Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +14.0% Attack Speed 83% On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
storm dwarven-steel gauntlets of the nighthunter (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun offense ------ On-Hit 7 lightning Damage +3% lightning Accuracy +5 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +6% darkness +7% lightning other ------- Infravision +2 Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On-hit +9 darkness On-crit, radius 2 +5 lightning On Hit: 10% Lightning Breath 3 On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Aerelle the linen wizard hat (1 def, 8 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun defense ------ Armor +8 Defense +1 (+1 eff.) Mind save +6 (+2 eff.) Disease Resist +10% Stun Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max vim +10.00 A pointy cloth hat, very wizardly... |
Betenn the Tidenull (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Cun +2 Wil offense ------ Critical power +15.00% Ignore resists +10% mind defense ------ Defense +1 (+1 eff.) Resistance +9% cold Shield Power +7% Life Regen +2.20 other ------- Psi when Hit +0.04 Hate-on-crit +3.00 A pointy cloth hat, very wizardly... |
Camyharalin the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% Resistance +7% lightning +6% temporal +12% mind A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Zerevon the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +6 Str +4 Dex +1 Wil +2 Con offense ------ Damage +11% physical defense ------ Defense +1 (+1 eff.) Resistance +11% physical A pointy cloth hat, very wizardly... |
bladed rough leather cap of trickery (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.7 Physical damage. If the attack hits, the target is confused (27% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
dwarven-steel helm 'Cuthigund' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +21% acid Ignore resists +15% mind +25% acid When Hit 2 mind On-Hit (Melee): * 20% chance to reduce armor by 14% defense ------ Armor +4 Fatigue +4% Resistance +12% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Freezepassion' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +2 Mag +4 Wil offense ------ Damage +6% cold Ignore resists +5% cold defense ------ Defense +1 (+1 eff.) Resistance +6% temporal Spell save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +20% cold Life Regen +3.60 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
nimble cured leather armour of the hero (10 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Arcane/Nature/Master While equipped: Stats +3 Str +6 Dex +4 Mag +4 Wil +4 Cun offense ------ Move Speed +20% defense ------ Armor +4 Defense +10 (+6 eff.) Fatigue +7% Life +37.00 A suit of armour made of leather. |
warded iron shield (0 def, 2 armour, 11-13 power, 18 block)7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +18 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +4 blight +4 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
chilling quiver of elm arrows of crippling (23/23, 16-23 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego+] Arcane/Master Weapon Damage 16.5 - 23.1 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +10.0% Capacity 23 On-ranged-hit +11 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
4 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. |
221 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. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
Yvogana the Duskquarry (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature When Hit 4 darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +11% nature Crit Resistance 5.00% Physical save +3 (+1 eff.) Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Malotar the Carrionkill2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) Damage +6% darkness Ignore resists +15% nature When Hit 8 nature On-Hit (Melee): * 10% chance to reduce damage dealt by 32% defense ------ Resistance +6% mind +3% darkness +9% nature other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 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.(137 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Emovea'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +1% Damage +3% physical defense ------ Defense +30 (+16 eff.) Life +43.00 other ------- Equi when Hit +0.04 Max psi +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+4 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
innervating dwarven-steel torque of mindblast [power 205] (15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 246 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cloudhack [power 176] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% acid defense ------ Resistance +6% lightning +6% acid Sting an enemy dealing 202 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. 100% to heal for 30. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Airrock the ash wand of shielding [power 170] (20 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Ignore resists +15% arcane When Hit 6 lightning defense ------ Resistance +5% arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 37. 100% to increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
2 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. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Erukaab the Yeek Solipsist level 16
27th Haze 122nd year of Ascendancy at 21:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Erukaab the Yeek Solipsist level 26
9th Decay 122nd year of Ascendancy at 08:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Erukaab the Yeek Solipsist level 10
10th Haze 122nd year of Ascendancy at 14:54 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Erukaab the Yeek Solipsist level 20
48th Haze 122nd year of Ascendancy at 00:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Erukaab the Yeek Solipsist level 25
4th Decay 122nd year of Ascendancy at 04:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Erukaab the Yeek Solipsist level 19
44th Haze 122nd year of Ascendancy at 02:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Erukaab the Yeek Solipsist level 19
42nd Haze 122nd year of Ascendancy at 08:47 see stats
Log
You pickup 0.65 gold pieces.
Erukaab picks up (X.): steady cured leather sling of cold.
Ran for 40 turns (stop reason: hostile spotted to the southwest (cutpurse)).
Erukaab uses Mind Sear.
Erukaab hits Cutpurse for 433 mind damage.
Erukaab killed Cutpurse!
Resting starts...
Talent Mind Sear is ready to use.
Rested for 1 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: interesting terrain).
You pickup 0.65 gold pieces.
You pickup 0.90 gold pieces.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ran for 4 turns (stop reason: interesting terrain).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.








































































































































