











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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:
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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 | Cornac |
Class | Writhing One |
Level / Exp | 36 / 8% |
Size | medium |
Lifes / Deaths | Killed by thought-forged bowman at level 36 on the 75th Haze 123rd year of Ascendancy at 23:57 / 1 |
Primary Stats
Strength | 14 (base 14) |
Dexterity | 12 (base 10) |
Constitution | 23 (base 23) |
Magic | 60 (base 60) |
Willpower | 13 (base 10) |
Cunning | 63 (base 60) |
Resources
Life | -438/937 |
Mana | 305/325 |
Steam | 100/100 |
Insanity | 53/100 |
Healing Factor | 1.6899022211821 |
Regeneration | 11.068859548743 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 8 |
Infravision | 17 |
See Stealth | 61.423963940317 |
See Invisible | 61.423963940317 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 50 |
Accuracy | 48 |
Crit Chance | 32% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Nature | +3% |
Acid | +15% |
Light | +6% |
Temporal | +30% |
Blight | +18% |
Darkness | +50% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +55% |
Temporal | +35% |
Lightning | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 36 |
Mental Save | 43 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 37%( 70%) |
Physical | + 20%( 70%) |
Cold | + 36%( 70%) |
All | + 19%( 70%) |
Darkness | + 65%( 70%) |
Light | + 33%( 70%) |
Temporal | + 37%( 70%) |
Lightning | + 64%( 70%) |
Fire | + 39%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 51% |
Teleport Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 32% |
Bleed Resistance | 20% |
Pinning Resistance | 15% |
Disarm Resistance | 80% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 5 times. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 63%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 134% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Shardskin. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed skeleton mage skull. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed black mamba head. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed snow giant kidney. * You've found the needed multi-hued wyrm scale. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Wil offense ------ Critical power +15.00% defense ------ Armor +7 Fatigue +3% Resistance +9% temporal +2% physical Physical save +9 (+5 eff.) Unlife -40.00 life Life +60.00 Life Regen +4.00 Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ When Hit 4 acid 8 cold defense ------ Armor +8 Resistance +9% darkness Unlife -80.00 life Healmod +20% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Cun +1 Wil offense ------ Critical power +5.00% defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold Mind save +9 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Ignore resists +25% darkness defense ------ Resistance +9% lightning +15% darkness +9% nature Spell save +3 (+1 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 9 turn cooldown 100% to heal for 51. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% darkness Ignore resists +15% darkness When Hit 8 lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Mind save +7 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: defense ------ Resistance +9% nature +6% blight Healmod +20% Cut Resist +20% Silence Resist +32% Confus Resist +20% other ------- Mana/turn +0.22 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: offense ------ Physical Crit +5.0% Critical power +7.00% Physical Power +5 (+3 eff.) Damage +6% darkness Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Fatigue -16% Resistance +6% acid +11% fire +6% lightning +7% cold Physical save +7 (+4 eff.) other ------- Encumbrance +40 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T3 staff 1H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+3 eff.) Damage +20% darkness other ------- Mana/turn +4.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 4 This staff offers 20% bonus to darkness damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +15% Critical power +5.00% On-Hit 12 light defense ------ Armor +3 Fatigue +5% Resistance +9% light Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +18.0% Attack Speed 83% On Hit: 20% Searing Light level 5 On Crit: 20% Cripple level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Nature While equipped: defense ------ Armor +6 Resistance +11% lightning +8% darkness +8% light +16% blight +8% fire +8% cold +13% all Crit Resistance 21.00% Physical save +13 (+7 eff.) Spell save +24 (+9 eff.) Mind save +14 (+5 eff.) Life +48.00 Life Regen +2.30 Healmod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +4 (+2 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +30% lightning +13% temporal +10% darkness Stun Resist +50% Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] 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 -392 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 783 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 516 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 617 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 35% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 197.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [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 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 429 damage for 5 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. Press to compare to your current inscriptions |
![]() 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 49 up to 4 times. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil defense ------ Healmod +10% Cut Resist +40% Heal: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 151 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +4 Str +2 Wil +1 Con offense ------ Damage +9% physical Ignore Armor +3 defense ------ Defense +10 (+6 eff.) Mind save +6 (+2 eff.) Confus Resist +11% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +12.00% Accuracy +6 (+2 eff.) Ignore Armor +10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature/Master While equipped: Stats +3 Wil defense ------ Physical save +11 (+6 eff.) Spell save +12 (+5 eff.) Mind save +11 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Master While equipped: Stats +5 Str +4 Dex +5 Wil other ------- Masteries +0.14 Demented/Tentacles +0.14 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: offense ------ Physical Crit +2.0% Critical power +14.00% Spellpower +8 (+3 eff.) Damage +7% blight Accuracy +30 (+10 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Unlife -80.00 life Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+6 eff.) Mind save -7 (-2 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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +2 Cun +3 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% lightning +6% cold Crit Resistance 15.00% other ------- See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% lightning Stun Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +6% mind +2% physical Mind save +6 (+2 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% blight +6% nature +3% lightning Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Armor +4 Resistance +22% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con defense ------ Resistance +10% nature +25% cold other ------- Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.56 cold and 8.31 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 36 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +15 Wil +6 Cun +4 Con defense ------ Resistance +28% acid Crit Resistance 10.00% Mind save +12 (+4 eff.) other ------- See Invisibility +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +9% blight Poison Resist +18% Disease Resist +25% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +14% acid +19% fire +17% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun offense ------ On-Hit 17 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 20 defense ------ Resistance +9% nature +8% blight Poison Resist +18% Disease Resist +18% Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Con +7 Wil defense ------ Life +40.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Random Unique] Nature/Master/Psionic Weapon Damage 35.0 - 49.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +13 mind On Hit: * 15% chance to reduce all saves and defense by 20 While equipped: Stats +12 Wil +3 Cun +7 Con defense ------ Life +18.00 Blunt and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 15.5 - 20.2 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, radius 1 +8 fire While equipped: Stats +4 Str +6 Wil +2 Cun +6 Con defense ------ Resistance +6% fire Crit Resistance 10.00% Sharp, short and deadly. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +9 Mag offense ------ Damage +20% darkness +25% physical Ignore resists +16% physical When Hit 6 darkness 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal +25% darkness +13% all Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun offense ------ Critical power +13.00% Spellpower +11 (+4 eff.) Spellpower/crit +4 defense ------ Resistance +13% all Silence Resist +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% darkness Ignore resists +5% darkness defense ------ Resistance +3% darkness +6% fire Life +31.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% darkness When Hit 10 acid 2 temporal defense ------ Fatigue -5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +20 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +15% Summoned defense ------ Resistance +5% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: defense ------ Armor +2 Defense +12 (+7 eff.) Physical save +6 (+3 eff.) Stealth +8 Life Regen +4.00 Stun Resist +20% Teleport Resist +20% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex offense ------ Damage +3% darkness Ignore resists +5% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +1 (+1 eff.) Resistance +3% nature other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +3 Wil offense ------ Critical power +5.00% Damage +13% darkness Ignore resists +11% darkness defense ------ Armor +7 Defense +2 (+2 eff.) Resistance +14% darkness +12% cold Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Master While equipped: Stats +6 Cun +5 Dex offense ------ Damage +11% darkness Ignore resists +5% darkness Accuracy +6 (+2 eff.) Ignore Armor +8 defense ------ Defense +13 (+8 eff.) Resistance +5% arcane +6% nature +20% darkness Stealth +15 Poison Resist +20% Pinning Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Mag +2 Cun +2 Con defense ------ Armor +3 Resistance +3% fire Physical save +11 (+6 eff.) Mind save +11 (+4 eff.) Unlife -20.00 life other ------- See Invisibility +9 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+2 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 52% (based on Cunning). Uses 30 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +9 Resistance +10% acid +9% light +11% fire +17% cold +11% lightning other ------- Light +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +6 Resistance +6% lightning +5% arcane +3% mind Physical save +6 (+3 eff.) Stun Resist +20% other ------- Infravision +2 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -3% Resistance +12% cold +3% temporal Crit Resistance 5.00% Physical save +6 (+3 eff.) Mind save +3 (+1 eff.) Life Regen +4.00 Healmod +20% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex defense ------ Armor +15 Defense +8 (+5 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 6 blight Damage +4% blight defense ------ Armor +1 Resistance +6% blight +12% mind Unarmed combat: Weapon Damage 7.5 - 8.2 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 +6 blight On Hit: 20% Soul Rot level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness Ignore resists +10% darkness defense ------ Resistance +8% darkness +8% temporal Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 40% Str, 40% Dex, 20% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +7.0% Spell Crit +5% Critical power +12.00% defense ------ Armor +9 Mind save +9 (+3 eff.) Life +56.00 Unarmed combat: Weapon Damage 35.5 - 39.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +5 Critical Rate +13.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Spellpower +5 (+2 eff.) Damage +3% darkness Accuracy +12 (+4 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 12.0 - 16.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +3 Critical Rate +7.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +4 Cun defense ------ Armor +3 Fatigue +3% Crit Resistance 10.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +3 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Str +10 Dex offense ------ Physical Power +25 (+10 eff.) When Hit 4 physical defense ------ Armor +3 Fatigue +3% Resistance +6% mind Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 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 40.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 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. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Wil +3 Con offense ------ Physical Power +4 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 35% defense ------ Armor +3 Fatigue +3% Resistance +10% blight +12% temporal Spell save +3 (+1 eff.) Mind save +7 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +10 Lck offense ------ Physical Crit +4.0% Spell Crit +4% On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +3 Fatigue +3% Resistance +6% temporal +6% blight +9% cold +8% nature +11% fire Spell save +12 (+5 eff.) Life +62.00 Healmod +13% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +3 Wil +2 Cun offense ------ Spell Crit +2% Spellpower +5 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +6% darkness +12% cold Poison Resist +20% other ------- Mana/turn +0.04 Breathe water Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 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 40.1 Physical damage. If the attack hits, the target is confused (26% effect) for 5 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 hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +5 Fatigue +5% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +11 Fatigue +5% Resistance +1% physical Spell save +3 (+1 eff.) Poison Resist +20% Teleport Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Spell Crit +3% Damage +8% blight defense ------ Armor +4 Fatigue +4% Resistance +14% mind Mind save +16 (+6 eff.) Confus Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Damage +2% all Resistance +10% blight Item imbue powers: Physical Crit +1.0% Spell Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Dex +2 Cun +1 Con other ------- Light +9 Infravision +2 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. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Damage +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 153.04 darkness damage (based on Mindpower and charge). Uses 6 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +3 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 21] amazing frost salve [power 21]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
great healing salve [power 254] great healing salve [power 254]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 254 Puts Talent Medical Injector on 9 turn cooldown Medical salve. |
great pain suppressor salve [power 221] great pain suppressor salve [power 221]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -221 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 turn cooldown Activation is instant. Medical salve. |
great water salve [power 18] great water salve [power 18]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce armor by 35% defense ------ Resistance +24% lightning Blind Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Wil offense ------ Critical power +5.00% Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Puts all charms on 9 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag defense ------ Resistance +2% physical Confus Resist +20% Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to heal for 36. 100% to increase all damage penetration by 10% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Docinn the Cornac Writhing One level 34
35th Haze 123rd year of Ascendancy at 13:58 see stats
By Docinn the Cornac Writhing One level 33
42nd Dusk 123rd year of Ascendancy at 06:23 see stats
By Docinn the Cornac Writhing One level 20
53rd Haze 122nd year of Ascendancy at 16:55 see stats
By Docinn the Cornac Writhing One level 27
57th Regrowth 123rd year of Ascendancy at 08:13 see stats
By Docinn the Cornac Writhing One level 26
54th Regrowth 123rd year of Ascendancy at 11:16 see stats
By Docinn the Cornac Writhing One level 33
32nd Dusk 123rd year of Ascendancy at 21:12 see stats
By Docinn the Cornac Writhing One level 34
35th Haze 123rd year of Ascendancy at 13:04 see stats
By Docinn the Cornac Writhing One level 10
1st Mirth 122nd year of Ascendancy at 18:58 see stats
By Docinn the Cornac Writhing One level 20
37th Dusk 122nd year of Ascendancy at 15:48 see stats
By Docinn the Cornac Writhing One level 30
50th Pyre 123rd year of Ascendancy at 03:47 see stats
By Docinn the Cornac Writhing One level 24
2nd Wintertide 123rd year of Ascendancy at 05:45 see stats
By Docinn the Cornac Writhing One level 29
70th Regrowth 123rd year of Ascendancy at 15:00 see stats
By Docinn the Cornac Writhing One level 20
42nd Dusk 122nd year of Ascendancy at 01:45 see stats
By Docinn the Cornac Writhing One level 34
35th Haze 123rd year of Ascendancy at 13:58 see stats
By Docinn the Cornac Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 18:52 see stats
By Docinn the Cornac Writhing One level 34
35th Haze 123rd year of Ascendancy at 13:58 see stats
By Docinn the Cornac Writhing One level 30
52nd Pyre 123rd year of Ascendancy at 01:56 see stats
By Docinn the Cornac Writhing One level 10
4th Mirth 122nd year of Ascendancy at 13:09 see stats
By Docinn the Cornac Writhing One level 30
52nd Pyre 123rd year of Ascendancy at 01:51 see stats
By Docinn the Cornac Writhing One level 18
32nd Dusk 122nd year of Ascendancy at 05:08 see stats
Log
Docinn is no longer being ravaged.
Docinn is no longer poisoned.
Docinn is no longer poisoned.
Docinn uses a frost salve.
Docinn casts Carrion Feet.
Docinn casts Carrion Feet.
There is nothing to pick up here.
Docinn casts Carrion Feet.
Docinn casts Carrion Feet.
Docinn casts Carrion Feet.
Docinn damages himself through Martyrdom!
Docinn HEALS from darkness damage!
Melee retaliation hits Docinn for 3 healing, 14 darkness, 14 healing, 3 healing, 11 fire (25 total damage) [20 healing].
Eminor the thief hits Docinn for 15 healing, 63 fire, 1 darkness, 0 light (64 total damage) [15 healing].
Something hits Docinn for 1 healing, 5 physical, 1 light, 2 healing, 8 darkness, 8 healing, 1 light (15 total damage) [11 healing].
Docinn's defiled blood area effect hits Eminor the thief for 9 darkness, 3 light (12 total damage).
Thought-forged bowman shoots!
Docinn HEALS from darkness damage!
Thought-forged bowman's Shoot hits Docinn for 92 physical, 7 darkness, 6 healing, 3 fire (101 total damage) [6 healing].
Acid Splash from Eminor the thief hits Docinn for 4 healing, 19 acid (19 total damage) [4 healing].
Deep Wound from Cyrosenor the hummerhorn hits Docinn for 27 physical damage.
Restless Night from Cyregawyn the master vampire hits Docinn for 13 mind damage.
Docinn damages himself through Martyrdom!
Docinn HEALS from darkness damage!
Something hits Docinn for 1 darkness, 1 light (1 total damage).
Thought-forged bowman is no longer afraid of the horrors attacking him.
Thought-forged bowman uses Steady Shot.
Thought-forged bowman's Steady Shot performs a ranged critical strike against Docinn!
Thought-forged bowman's Steady Shot hits Docinn for 236 physical damage.
Docinn the level 36 cornac writhing one was battered to death by a thought-forged bowman on level 4 of Dreadfell.