Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Improved Combat Text v2 Custom Edit 1.7.5This 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: Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. More Sounds 1.7.6This addon adds new sounds to the game, such as on some talents that don't have an associated sound, and on infliction of certain status effects. Currently adds new sounds to the following: [Status Effects] [Infusions/Runes] [Other] More will be added as I play more. All sounds are fully original and created by me. Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 26 / 3% |
Size | medium |
Lifes / Deaths | Killed by Nerema the sandworm at level 26 on the 13rd Iron 123rd year of Ascendancy at 09:22 / 1 |
Primary Stats
Strength | 18 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 13 (base 10) |
Magic | 64 (base 57) |
Willpower | 22 (base 10) |
Cunning | 57 (base 50) |
Resources
Life | -65/610 |
Positive | 105/125 |
Negative | 77/125 |
Healing Factor | 1.1483363011315 |
Regeneration | 0.97608585596179 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 1 |
See Invisible | -9.9475983006414E-14 |
Offense: Mainhand
Damage | 28 |
Accuracy | 10 |
Crit Chance | 38% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 45% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Blight | +15% |
Darkness | +24% |
Light | +15% |
All | +9% |
Offense: Damage Penetration
Lightning | +40% |
Fire | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 7 |
Physical Save | 43 |
Spell Save | 54 |
Mental Save | 54 |
Defense: Resistances
Lightning | + 24%( 70%) |
Light | + 29%( 70%) |
Darkness | + 21%( 70%) |
Blight | + 28%( 70%) |
Cold | + 20%( 70%) |
Fire | + 21%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 82 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 59.12 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 Willpower stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 14), reducing damage dealt by 40%. Invisibility |
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 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
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 |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed black mamba head. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed honey tree root. * You've found the needed bear paw. 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 bloated horror heart. * You've found the needed skeleton mage skull. * You've found the needed orc heart. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | Koromirand the pair of rough leather boots (0 def, 3 armour) Koromirand the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Spellpower +10 (+2 eff.) When Hit 2 arcane defense ------ Armor +3 other ------- Mana-on-crit +2.00 Max vim +30.00 Infravision +1 A pair of boots made of leather. |
Light source | ethereal alchemist's lamp ethereal alchemist's lamp0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +10 (+2 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Yvota the dwarven-steel helm (0 def, 4 armour) Yvota the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Wil +8 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Spellpower +15 (+3 eff.) defense ------ Armor +4 Fatigue +4% Resistance +8% blight Mind save +17 (+6 eff.) other ------- Psi when Hit +0.08 Mana-on-crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Tempestspawn the dwarven-steel torque of psionic shield [power 73] (25 cooldown) Tempestspawn the dwarven-steel torque of psionic shield [power 73] (25 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +6% light Ignore resists +15% lightning defense ------ Resistance +9% light +3% lightning Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | wizard's copper ring wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
On fingers | rogue's steel ring of power rogue's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun offense ------ Physical Power +5 (+3 eff.) Spellpower +6 (+1 eff.) Mindpower +5 (+3 eff.) defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
Around waist | rough leather belt 'Yaritir' rough leather belt 'Yaritir'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +1% Critical power +10.00% Spellpower/crit +4 defense ------ Life Regen +0.60 Healmod +12% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A belt that goes around your waist. |
In main hand | ash magestaff 'Hellripper' (111% power, 3 apr, darkness element) =1H= ash magestaff 'Hellripper' (111% power, 3 apr, darkness element) =1H=5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +13% Critical power +11.00% Physical Power +6 (+3 eff.) Spellpower +11 (+2 eff.) Damage +15% darkness Ignore resists +5% fire Accuracy +5 (+5 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +7 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 81.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | dwarven-steel gauntlets of war-making (0 def, 2 armour) dwarven-steel gauntlets of war-making (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +5% Mind Crit +5% Critical power +6.00% defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 127% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +13.0% Attack Speed 83% On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | dispeller's cashmere robe of power (0 def, 0 armour) dispeller's cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +9% all defense ------ Resistance +8% lightning +8% darkness +8% light +8% blight +8% fire +7% cold +11% all Physical save +11 (+4 eff.) Spell save +23 (+7 eff.) Mind save +10 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Cyrata' (1 def, 0 armour) linen cloak 'Cyrata' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Spell Crit +1% Spellpower/crit +8 Damage +6% blight Ignore Shields +20% defense ------ Defense +1 (+0 eff.) Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Max vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet of manastreaming copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.12 Max mana +20.00 Amulets make your neck look great! |
Inventory
healing infusion (heal 61; cd 11) healing infusion (heal 61; cd 11)0.1 Encumbrance infusion scroll [Normal] 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 61 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. |
wild infusion (res 17%; mental; dur 4; cd 10) wild infusion (res 17%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 |
ethereal rune (power 7; resist 15%; move 33%; dur 5; cd 16) ethereal rune (power 7; resist 15%; move 33%; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 33% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 30; cd 14) shatter afflictions rune of the duelist (absorb 30; 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 30 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 Dexterity 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 |
shielding rune (absorb 208; dur 5; cd 15) shielding rune (absorb 208; dur 5; cd 15)0.1 Encumbrance rune scroll [Normal] 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 208 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Dayraider the copper amulet =3 STR= Dayraider the copper amulet =3 STR=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Damage +3% nature defense ------ Resistance +6% temporal +6% light +9% cold Spell save +6 (+2 eff.) other ------- Light +1 Amulets make your neck look great! |
insulating gold amulet of vision insulating gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +10% fire +16% cold Blind Resist +17% Disease Resist +15% other ------- Infravision +4 Sight +2 See Invisibility +5 Amulets make your neck look great! It was changed by the digestive sack. |
Aerigarethra =20 DEF= Aerigarethra =20 DEF=0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +3% physical Ignore resists +5% physical When Hit 4 arcane defense ------ Defense +20 (+7 eff.) Physical save +6 (+2 eff.) Blind Resist +22% other ------- Infravision +3 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
titan's copper ring =3 CON= titan's copper ring =3 CON=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of tenacity =3 CON= titan's copper ring of tenacity =3 CON=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Life +22.00 Disarm Resist +23% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
mule's steel ring of blight (+10%) mule's steel ring of blight (+10%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Damage +10% blight defense ------ Fatigue -5% Resistance +10% blight other ------- Encumbrance +21 Rings make your fingers look great! |
Amerethad the gold ring Amerethad the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: defense ------ Fatigue -6% Resistance +3% blight +3% darkness +6% light Spell save +12 (+4 eff.) Mind save +7 (+3 eff.) Life +23.00 Disarm Resist +34% Confus Resist +31% Pinning Resist +36% Knockbk Resist +24% other ------- Encumbrance +25 Rings make your fingers look great! |
lifebinding elm magestaff of fate (100% power, 2 apr, fire element) =3 CON= lifebinding elm magestaff of fate (100% power, 2 apr, fire element) =3 CON=5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane/Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +5% Spellpower +6 (+1 eff.) Damage +10% fire defense ------ Physical save +6 (+2 eff.) Spell save +5 (+1 eff.) Mind save +5 (+2 eff.) Life Regen +0.50 Healmod +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Galechik the Chargewar (111% power, 3 apr, darkness element) Galechik the Chargewar (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +7% Spellpower +16 (+4 eff.) Spellpower/crit +7 Damage +15% darkness Ignore resists +20% lightning When Hit 4 lightning defense ------ Anomaly Control +10 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +22.00 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 16.61 to 19.93 darkness damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Swamprace (111% power, 3 apr, acid element) Swamprace (111% power, 3 apr, acid element)5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +9 (+5 eff.) Spellpower +13 (+3 eff.) Damage +15% acid +6% nature +12% lightning Ignore resists +10% darkness +10% lightning Accuracy +8 (+8 eff.) When Hit 2 darkness defense ------ Resistance +3% lightning +6% nature other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew magestaff (120% power, 4 apr, cold element) magelord's yew magestaff (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +3% Spellpower +15 (+3 eff.) On-Hit 21 arcane Damage +20% cold other ------- Max mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Golden Three-Edged Sword 'The Truth' (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (160% power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 161% Range: 1.0x-1.6x Uses 129% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
dwarven-steel greatsword of erosion (143% power, 2 apr) dwarven-steel greatsword of erosion (143% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 nature Massive two-handed swords. |
arcing dwarven-steel mace of daylight (130% power, 4 apr) arcing dwarven-steel mace of daylight (130% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +11 light Damage Against +11% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage Blunt and deadly. |
truestriking dwarven-steel waraxe of massacre (132% power, 4 apr) truestriking dwarven-steel waraxe of massacre (132% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +8% physical Accuracy +7 (+7 eff.) Ignore Armor +6 One-handed war axes. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 97.80 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger of projection (103% power, 6 apr) steel dagger of projection (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego+] Psionic Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr) =20 DEX= Shantiz the Stormblade (111% power, 20 apr) =20 DEX=1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
stormbringer's stralite dagger (135% power, 9 apr) stormbringer's stralite dagger (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Weapon Damage 136% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +15 lightning +21 cold While equipped: offense ------ Move Speed +28% Ignore resists +18% lightning +6% cold Sharp, short and deadly. |
thorny mindstar of life (97% power, 24 apr, nature damage) thorny mindstar of life (97% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Life +13.00 Life Regen +0.80 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. |
thorny mindstar of life (96% power, 24 apr, mind damage) thorny mindstar of life (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Life +21.00 Life Regen +1.00 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. |
Sleetarc the yew longbow Sleetarc the yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Projectile Speed +200% On-ranged-hit +4 cold While equipped: Stats +6 Dex +5 Cun +5 Con offense ------ Combat Speed +10% Ignore resists +15% cold +9% physical On-Hit (Ranged): * 10% chance to slow global speed by 47% defense ------ Resistance +9% light +6% darkness other ------- Masteries +0.15 Wild-gift/Fungus Regenerate 150 life over 5 turns Puts all charms on 20 turn cooldown Longbows are used to shoot arrows at your foes. |
storming pouch of dwarven-steel shots of accuracy (20/20, 140% power, 3 apr) storming pouch of dwarven-steel shots of accuracy (20/20, 140% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Weapon Damage 140% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +3 Critical Rate +5.0% Capacity 20 On-ranged-hit +12 lightning On-crit, radius 2 +5 lightning Shots are used with slings to pummel your foes to death. |
Belesenne the Radiancewoe (0 def, 13 armour, 107% power, 78.5 block) Belesenne the Radiancewoe (0 def, 13 armour, 107% power, 78.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 107% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +78 On-Hit, radius 1 +16 light While equipped: Stats +4 Str +2 Dex offense ------ Accuracy +10 (+9 eff.) defense ------ Armor +13 Fatigue +8% Resistance +6% light Life +120.00 other ------- Light +1 Talents +1 Block Handheld deflection devices. |
windwalling steel shield (0 def, 4 armour, 118% power, 39 block) windwalling steel shield (0 def, 4 armour, 118% power, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Psionic When used to Attack: Weapon Damage 118% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +39 On-hit +10 physical While equipped: Stats +2 Wil defense ------ Armor +4 Fatigue +8% Resistance +13% physical Windwall +24 Slow Projectiles +14% other ------- Talents +1 Block Handheld deflection devices. |
slimy silk robe (0 def, 0 armour) slimy silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Disrupt While equipped: offense ------ When Hit: * 6% chance to slow global speed by 47% * 5 arcane resource burn defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour) =4 CON= Skin of Many (12 def, 6 armour) =4 CON=9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
duelist's hardened leather armour of fire resistance (13 def, 11 armour) duelist's hardened leather armour of fire resistance (13 def, 11 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +3 Cun +5 Dex defense ------ Armor +11 Defense +13 (+4 eff.) Fatigue +8% Resistance +18% fire A suit of armour made of leather. |
dwarven-steel mail armour of lightning resistance (3 def, 8 armour) dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% lightning A suit of armour made of mail. |
dwarven-steel plate armour of cold resistance (0 def, 11 armour) dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego] Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +17% cold A suit of armour made of metal plates. |
enlightening dwarven-steel plate armour of the deep (0 def, 13 armour) enlightening dwarven-steel plate armour of the deep (0 def, 13 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Ego++] Nature/Psionic While equipped: Stats +3 Cun +6 Wil defense ------ Armor +13 Fatigue +22% Resistance +7% acid +7% cold Mind save +11 (+4 eff.) other ------- Breathe water A suit of armour made of metal plates. |
Xanavea the Heatspawn =10 DEF= Xanavea the Heatspawn =10 DEF=1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Con offense ------ Spellpower +3 (+0 eff.) Damage +9% fire Ignore Armor +2 defense ------ Defense +10 (+3 eff.) Resistance +1% physical Mind save +5 (+2 eff.) other ------- Stamina/turn +3.00 A belt that goes around your waist. |
blurring rough leather belt of unlife =WATER= blurring rough leather belt of unlife =WATER=1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +8 (+3 eff.) Resistance +5% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Rotmalice' (1 def, 0 armour) =2 CON= linen cloak 'Rotmalice' (1 def, 0 armour) =2 CON=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Damage +6% light Ignore resists +5% nature defense ------ Defense +1 (+0 eff.) Resistance +3% fire Crit Resistance 15.00% Life Regen +2.00 Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastsorrow the cashmere cloak (2 def, 8 armour) Blastsorrow the cashmere cloak (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +12% lightning +15% fire Ignore resists +10% lightning +5% acid When Hit 10 fire On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Armor +8 Defense +2 (+1 eff.) Resistance +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polossra the cashmere cloak (2 def, 12 armour) Polossra the cashmere cloak (2 def, 12 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Resistance +9% lightning +9% darkness +13% blight +6% fire +14% nature +5% arcane Physical save +9 (+3 eff.) Unlife -20.00 life Life Regen +7.00 Healmod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour) murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +1 Cun offense ------ Spell Crit +5% Accuracy +4 (+4 eff.) Ignore Armor +4 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +3 Silence Resist +20% Confus Resist +25% Stun Resist +21% other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
wanderer's pair of iron boots (0 def, 3 armour) =2 CON= wanderer's pair of iron boots (0 def, 3 armour) =2 CON=3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con defense ------ Armor +3 Fatigue +2% Physical save +11 (+4 eff.) Mind save +10 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of evasion (5 def, 4 armour) pair of dwarven-steel boots of evasion (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 17% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 67.44 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
insulating linen wizard hat of lightning (+16%) (1 def, 0 armour) insulating 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 (+0 eff.) Resistance +16% lightning +6% cold +7% fire A pointy cloth hat, very wizardly... |
Adaba the cashmere wizard hat (2 def, 2 armour) Adaba the cashmere wizard hat (2 def, 2 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +9% acid Ignore resists +10% acid defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +5% arcane +9% mind +6% darkness Mind save +6 (+2 eff.) Healmod +5% other ------- Psi/turn +0.21 A pointy cloth hat, very wizardly... |
Emelata the rough leather cap (0 def, 1 armour) =7 CON= Emelata the rough leather cap (0 def, 1 armour) =7 CON=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Str +4 Dex +7 Con offense ------ When Hit 6 physical defense ------ Armor +1 Fatigue +1% Resistance +2% physical A cap made of leather. |
grounding rough leather cap of strength (+3) (0 def, 1 armour) =3 STR= grounding rough leather cap of strength (+3) (0 def, 1 armour) =3 STR=2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
stabilizing iron helm of the depths (0 def, 3 armour) =WATER= stabilizing iron helm of the depths (0 def, 3 armour) =WATER=3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% cold Physical save +10 (+4 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil +0 Con offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
10 agate 10 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. |
11 spinel 11 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
8 citrine 8 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. |
9 zircon 9 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. |
3 aquamarine 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. |
2 opal 2 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet 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. |
3 quartz 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. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
235 alchemist agate 235 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. |
Summertide Phial 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.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 82.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 82.89 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) 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. |
iron torque of gale force 'Duskgrit' [power 100] (15 cooldown) iron torque of gale force 'Duskgrit' [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% lightning Mind save +6 (+2 eff.) Blind Resist +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 65 physical damage Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 25] (25 cooldown) iron torque of psionic shield [power 25] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered elm wand of clairvoyance [power 10] (20 cooldown) overpowered elm wand of clairvoyance [power 10] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 70 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Asar the Dwarf Anorithil level 15
22nd Wealth 122nd year of Ascendancy at 22:20 see stats
By Asar the Dwarf Anorithil level 22
24th Shortage 122nd year of Ascendancy at 09:37 see stats
By Asar the Dwarf Anorithil level 10
3rd Acquisition 122nd year of Ascendancy at 18:30 see stats
By Asar the Dwarf Anorithil level 20
10th Loss 122nd year of Ascendancy at 16:42 see stats
By Asar the Dwarf Anorithil level 18
41st Dearth 122nd year of Ascendancy at 12:14 see stats
By Asar the Dwarf Anorithil level 10
4th Profit 122nd year of Ascendancy at 21:05 see stats
By Asar the Dwarf Anorithil level 24
1st Iron 123rd year of Ascendancy at 10:01 see stats
By Asar the Dwarf Anorithil level 16
20th Dearth 122nd year of Ascendancy at 11:33 see stats
Log
Melee retaliation hits Nerema the sandworm for 16 darkness, 2 arcane, 23 light, 7 darkness, 1 arcane, 10 light (59 total damage).
Nerema the sandworm hits Asar for 119 physical, 2 mind, 204 physical, 5 darkness (330 total damage).
Nerema the sandworm resists!
Hymn of Detection hits Nerema the sandworm for 21 darkness damage.
Deadly Poison from Nerema the sandworm hits Asar for 68 nature damage.
LIFE LOST WARNING!
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Mouse input temporarily disabled.
Mouse input temporarily disabled.
Asar casts Rune: Shatter Afflictions.
Asar is not stunned anymore.
A shield forms around Asar.
Asar fails to use Sun Flare.
Nerema the sandworm uses Venomous Strike.
Nerema the sandworm performs a melee critical strike against Asar!
Your shield crumbles under the damage!
The shield around Asar crumbles.
Asar instinctively hardens his skin and ignores the attack!
Asar repels an attack from Nerema the sandworm.
Asar's Shadow Blast is disrupted by crippling poison!
Asar's Rune: Shielding is disrupted by crippling poison!
Asar's Searing Light is disrupted by crippling poison!
Asar's Infusion: Wild is disrupted by crippling poison!
Poison bursts out of Asar's corpse!
Melee retaliation hits Nerema the sandworm for 16 darkness, 2 arcane, 23 light (42 total damage).
Nerema the sandworm hits Asar for (82 absorbed), 153 nature, 6 darkness, 120 nature (278 total damage).
Asar the level 26 dwarf anorithil was treehugged to death by Nerema the sandworm on level 4 of Sandworm lair.
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Asar vanishes from sight.