











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | No Ambient Sounds 1.7.4Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Items Vault 1.7.0Donators/Buyers bonus! No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Arena Quest 1.7.4You cannot enter anywhere except Derth if arena quest isn't completed when player reach level 10. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
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. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 28 / 90% |
| Size | big |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 28 on the 15th Dusk 123rd year of Ascendancy at 16:16 / 1 |
Primary Stats
| Strength | 53 (base 41) |
| Dexterity | 24 (base 14) |
| Constitution | 30 (base 13) |
| Magic | 76 (base 58) |
| Willpower | 15 (base 10) |
| Cunning | 52 (base 20) |
Resources
| Life | -194/1030 |
| Insanity | 34/100 |
| Stamina | 194/194 |
| Steam | 100/100 |
| Healing Factor | 1.1592147729953 |
| Regeneration | 6.0858775582253 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 10 |
| See Stealth | 38.264408783316 |
| See Invisible | 38.264408783316 |
Offense: Mainhand
| Damage | 141 |
| Accuracy | 42 |
| Crit Chance | 16% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +36% |
| Light | +11% |
| Temporal | +10% |
| Blight | +29% |
| Cold | +17% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +10% |
| Acid | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 43 (88.568973732692%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 8 |
| Physical Save | 44 |
| Spell Save | 44 |
| Mental Save | 43 |
Defense: Resistances
| Acid | -11%( 70%) |
| Blight | + 15%( 70%) |
| Physical | + 21%( 70%) |
| Cold | + 47%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 15%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 44%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 65% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 494% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 49. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed xorn fragment. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala has completed an elixir of mysticism without your aid. 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 length of troll intestine. * You've found the needed vial of elder vampire blood. * You've found the needed vampire lord fang. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed honey tree root. * You've found the needed black mamba head. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of greater demon bile. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 29 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Gadaba (20 def, 5 armour) 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +12 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +5 Defense +20 (+7 eff.) Fatigue +5% Resistance +3% physical Physical save +9 (+3 eff.) Mind save +12 (+4 eff.) Unlife -60.00 life Stun Resist +20% A hat made of leather. Very stylish. |
| Tool | Alylathathel [power 385] (11 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +3 Cun +7 Mag defense ------ Life +40.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +3 Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 393 physical damage Puts all charms on 11 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tulymandur0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% blight defense ------ Resistance +12% blight +12% darkness Life +100.00 Cut Resist +20% Rings make your fingers look great! |
| On fingers | marksman's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +11% darkness Accuracy +6 (+2 eff.) defense ------ Resistance +22% darkness Rings make your fingers look great! |
| Around waist | insulating rough leather belt of resilience 1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Fatigue -20% Resistance +6% fire +5% cold Life +31.00 other ------- Encumbrance +50 A belt that goes around your waist. |
| In main hand | Obliterator (159% power, 10 apr) 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 160% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 53 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. * splashes acid on your target dealing 42 damage and reducing their armor Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. This item has been sent to the Item's Vault. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour) 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 +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Talents +2 Spring Grapple Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 70% Mag 40% Dex Damage Physical 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. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 Encumbrance T3 massive armor [Unique] Master While equipped: Stats +5 Con defense ------ Armor +20 Defense +10 (+4 eff.) Fatigue +24% Resistance -15% acid +15% physical Crit Avoidance 20% Physical save +15 (+5 eff.) Life +50.00 Life Regen +2.00 Knockbk Resist +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
| Cloak | linen cloak 'Flashquench' (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Cun +1 Mag offense ------ Damage +9% light Ignore resists +10% acid defense ------ Defense +1 (+1 eff.) Resistance +20% nature +20% cold Crit Resistance 5.00% Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Boltspitter'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex +1 Wil +8 Cun +7 Con +10 Lck offense ------ Move Speed +10% Accuracy +10 (+3 eff.) defense ------ Defense +12 (+5 eff.) Fatigue -8% Resistance +12% lightning Physical save +19 (+6 eff.) Spell save +20 (+7 eff.) Mind save +17 (+5 eff.) Resist unseen 13% Life Regen +3.00 other ------- Stamina/turn +0.40 Light +3 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 125; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 178; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -384; dur 6; cd 31)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 31 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 -384 life. The duration and life will increase by 1% for every 1% life you have lost (currently 840 life, 13 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. |
movement infusion of the sneak (speed 746%; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 746% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 25%; mental; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 29%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 35%; physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 36%; mental; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, fire, nature, cold)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 4 fire, 5 nature, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 254; dur 4; cd 18)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 254.35 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. |
biting gale rune of the duelist (damage 136; dur 4; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 136.47 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
blink rune of the wizard (range 7; phase 26; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
shatter afflictions rune of the psychic (absorb 82; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 228; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 228 damage for 5 turns. 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. |
stormshield rune of the duelist (threshold 27; blocks 3; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 3 times. 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. |
schematic: Kinetic Stabiliser0.1 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. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 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. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 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. |
Aeryrin0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +4 Con offense ------ Physical Crit +1.0% Critical power +15.00% defense ------ Resistance +8% physical Amulets make your neck look great! |
Betheth the Poxmaster0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% acid +6% nature Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +6% light +7% physical Physical save +18 (+6 eff.) other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 43 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 302 strength, based on Magic) for 5 turns. Uses 18 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 26 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (151). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 43 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying gold amulet of magic (+3)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +14% mind Confus Resist +20% Amulets make your neck look great! |
mindweaver's steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +2 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Mind save +6 (+2 eff.) Confus Resist +13% Amulets make your neck look great! |
stabilizing steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 7 light 6 darkness Damage +6% light +7% darkness When Hit: * 6% chance to reduce damage dealt by 16% * 7% chance to blind defense ------ Resistance +12% temporal Pinning Resist +28% Knockbk Resist +24% Amulets make your neck look great! |
starlit copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +11% light +10% darkness Blind Resist +22% Amulets make your neck look great! |
steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
voratun amulet 'Morningjustice'0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex +3 Wil offense ------ Mind Crit +3% Damage +24% mind defense ------ Resistance +9% light other ------- Max psi +40.00 Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Cyrobredhena the Darkscar0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +10 Cun +6 Dex offense ------ Mind Crit +4% Mindpower +20 (+10 eff.) Damage +12% darkness Ignore resists +15% darkness +15% nature Accuracy +6 (+2 eff.) other ------- Max hate +8.00 Rings make your fingers look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.0 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
gladiator's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
marksman's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Physical Power +7 (+2 eff.) Spellpower +8 (+3 eff.) Mindpower +7 (+4 eff.) Accuracy +6 (+2 eff.) Rings make your fingers look great! |
mule's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Blind Resist +21% other ------- Encumbrance +22 Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
psionicist's gold ring of frost (+26%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +13% cold defense ------ Resistance +26% cold Mind save +6 (+2 eff.) Rings make your fingers look great! |
warrior's stralite ring of sensing0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str defense ------ Armor +8 Blind Resist +20% other ------- Infravision +3 See Stealth +10 See Invisibility +8 Rings make your fingers look great! |
Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 100% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+4 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Spelldrinker (132% power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 132% Range: 1.0x-1.3x Uses 35% Str, 70% Mag, 55% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Elymiwen the Blindwilder (178% power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Master Weapon Damage 179% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +12 physical On Critical: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +12.0% Physical Power +14 (+3 eff.) Accuracy +10 (+3 eff.) defense ------ Defense +20 (+7 eff.) Resistance +9% light +1% physical other ------- Stamina/turn +3.00 Infravision +1 Massive two-handed mauls. |
Corpsevengeance (126% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +4 nature +12 mind While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Armor +2 Physical save +3 (+1 eff.) other ------- Stamina/turn +3.00 Sharp, long, and deadly. |
Woewake the steel mace (108% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 108% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Damage +3% darkness Accuracy +17 (+5 eff.) defense ------ Defense +6 (+3 eff.) Unlife -80.00 life Disarm Resist +24% other ------- Max stamina +10.00 Blunt and deadly. |
voratun mace 'Serpentgasher' (158% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Rare] Disrupt Weapon Damage 159% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 15% chance to slow global speed by 44% While equipped: Stats +11 Cun offense ------ Damage +6% mind Ignore resists +10% nature When Hit 6 mind defense ------ Resistance +6% mind Crit Resistance 10.00% Blunt and deadly. |
Bokodin the Scorpionfear1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +3% Critical power +10.00% Damage +18% physical defense ------ Defense +15 (+6 eff.) Resistance +7% acid +7% fire +6% cold +3% nature +7% lightning other ------- EQ when Hit +0.08 A belt that goes around your waist. |
Emuldarin the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Against +24% Summoned When Hit 4 acid defense ------ Armor +14 Resist Against +29% Summoned Silence Resist +20% Teleport Resist +20% A belt that goes around your waist. |
Goravor the Prismfame1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +7 (+4 eff.) Damage +9% physical defense ------ Armor +4 Defense +10 (+4 eff.) Resistance +6% blight +12% light +6% mind Physical save +10 (+3 eff.) Life +60.00 Blind Resist +10% Teleport Resist +20% A belt that goes around your waist. |
Lightningwar1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Physical Power +4 (+1 eff.) Damage +6% lightning Ignore resists +20% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +7% lightning +8% fire +7% temporal +8% cold Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Scaldrupture1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: Stats +5 Dex offense ------ Mindpower +8 (+4 eff.) Ignore resists +10% fire When Hit 6 mind 10 physical defense ------ Resistance +21% fire Physical save +8 (+3 eff.) A belt that goes around your waist. |
Xanavea1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+2 eff.) Damage +6% acid defense ------ Resistance +12% temporal +6% light +5% arcane Physical save +5 (+2 eff.) A belt that goes around your waist. |
cashmere cloak 'Velynor' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +6 Wil +3 Cun +2 Con offense ------ Physical Power +5 (+1 eff.) 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. |
thick kruk cloak of protection (0 def, 6 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: defense ------ Armor +6 Resistance +12% cold Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
Eilinerethra the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +14% physical Ignore resists +5% mind On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +14% physical +11% all Physical save +9 (+3 eff.) Disarm Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boltwrack (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Armor +1 Fatigue -4% Resistance +6% acid +3% temporal +5% arcane +9% lightning Physical save +6 (+2 eff.) other ------- Encumbrance +20 A pair of boots made of leather. |
Burnwire (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) Move Speed +10% Damage +9% fire +12% physical Ignore resists +10% fire defense ------ Armor +3 Fatigue -5% Resistance +12% lightning Physical save +18 (+6 eff.) Life +35.00 other ------- Stamina/turn +0.70 A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour)2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+2 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 52 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Stardeath the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Cun +4 Wil offense ------ Mind Crit +1% Damage +3% light +6% darkness defense ------ Armor +3 Fatigue -2% Resistance +3% light Physical save +5 (+2 eff.) other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +12% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of rough leather boots 'Neryldanne' (25 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) defense ------ Armor +3 Defense +25 (+9 eff.) Physical save +3 (+1 eff.) other ------- Infravision +1 A pair of boots made of leather. |
pair of voratun boots 'Cyritira' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Wil offense ------ Physical Crit +3.0% Mind Crit +5% Physical Power +4 (+1 eff.) Ignore resists +25% mind +12% physical defense ------ Armor +5 Fatigue +4% Crit Resistance 10.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Baloharamnir the Glarecutter (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Spellpower +20 (+7 eff.) On-Hit 9 acid Damage +6% acid +9% arcane On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Fatigue +3% Resistance +7% acid +9% temporal other ------- Mana/turn +0.04 Max mana +20.00 Light +3 Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +9 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 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 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 6 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 36.28 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Dex +5 Mag +5 Wil +2 Cun offense ------ Spellpower +7 (+2 eff.) On-Hit 5 arcane Damage +4% arcane defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +7 (+2 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +17.0% Attack Speed 83% On-hit +6 arcane On Hit: 10% Set Up level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Poriwen' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Disrupt While equipped: Stats +4 Str +2 Dex +5 Wil offense ------ Physical Power +5 (+1 eff.) Accuracy +6 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% blight Spell save +11 (+4 eff.) other ------- Max psi +20.00 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to slow global speed by 44% * 12% chance to reduce armor by 35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Shadowwarden' (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Rare] Master While equipped: offense ------ Damage +9% acid On-Hit (Melee): * 20% chance to reduce armor by 35% * 20% chance to reduce damage dealt by 16% defense ------ Armor +8 Fatigue +5% Mind save +11 (+3 eff.) Life +64.00 other ------- Mana-on-crit +2.00 Max mana +80.00 Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Armor +3 Fatigue +5% Resistance +7% blight Spell save +11 (+4 eff.) Unarmed combat: Weapon Damage 138% Range: 1.0x-1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 83% On Hit: * 10% chance to slow global speed by 44% * 19% chance to reduce armor by 35% Metal gloves protecting the hands up to the middle of the lower arm. |
Belessra (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +5 Mag +2 Wil offense ------ Spell Crit +4% Critical power +10.00% Damage +15% blight defense ------ Armor +3 Fatigue +3% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +0 Cun +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cleansing linen wizard hat of corrosion (+6%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +6% blight +5% nature +16% acid A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Aeramida' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Damage +18% mind +16% cold Ignore resists +25% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Defense +3 (+2 eff.) Resistance +24% cold A pointy cloth hat, very wizardly... |
iron helm 'Mayotta' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +3% nature +3% darkness +6% mind Disease Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scaldstone the dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun +8 Wil offense ------ Damage +9% fire On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +6% arcane +3% fire Spell save +12 (+4 eff.) Mind save +27 (+9 eff.) A suit of armour made of mail. |
enlightening hardened leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T3 light armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil defense ------ Armor +9 Defense +9 (+4 eff.) Fatigue +8% Resistance +10% acid +9% cold Mind save +13 (+4 eff.) other ------- Breathe water A suit of armour made of leather. |
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. |
62 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. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
7 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tulyleg the Unlightblast (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +5 Mag +7 Wil offense ------ Physical Power +6 (+1 eff.) Move Speed +10% Damage +9% arcane defense ------ Resistance +6% darkness other ------- Max vim +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ulorochik (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature +6% arcane Ignore resists +15% mind When Hit 4 arcane 10 mind defense ------ Resistance +12% nature +5% arcane While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Dayknight' (dig speed 31 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +10% light When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Fatigue -6% Resistance +6% light +3% mind While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 58 power out of 47/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 72 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Relgyhad the Singestar2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ When Hit 2 fire defense ------ Resistance +3% blight +3% cold +6% light +3% temporal Physical save +6 (+2 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Beterida'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Crit Resistance 5.00% Mind save +9 (+3 eff.) Cut Resist +20% Confus Resist +10% other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Neregann'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Accuracy +10 (+3 eff.) defense ------ Resistance +5% arcane +3% blight Mind save +6 (+2 eff.) Life +60.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +3 See Stealth +7 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Yvoribeth'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Wil offense ------ Critical power +5.00% Mindpower +5 (+3 eff.) defense ------ Physical save +12 (+4 eff.) Unlife -20.00 life Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Bolttrail'1.0 Encumbrance T5 lite [Rare] Nature While equipped: offense ------ Damage +6% lightning When Hit 4 lightning On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +21% acid +21% fire +3% nature Physical save +11 (+4 eff.) Healmod +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +40.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 15 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 7 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. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 7 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 145.71 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel back support0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -8% other ------- Encumbrance +20 Tinkers can be attached to normal items to improve them with steam power! |
well-made black light emitter0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +15% darkness other ------- Light -3 Infravision +6 See Invisibility +6 Tinkers can be attached to normal items to improve them with steam power! |
dwarven-steel torque of mindblast 'Duathelquench' [power 220] (11 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +9% acid +18% darkness defense ------ Resistance +6% darkness Blast the opponent's mind dealing 224 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 255] (11 cooldown)2.0 Encumbrance T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 260 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Cyronor [power 170] (11 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: defense ------ Resistance +5% arcane +6% lightning Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Unlife -20.00 life Sting an enemy dealing 173 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to heal for 42. Natural totems are made by powerful wilders to store nature power. |
Lightningterror the yew totem of stinging [power 296] (11 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +20% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +20% blight +30% lightning Sting an enemy dealing 302 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+5 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 18 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of healing [power 200] (11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew totem of healing [power 230] (11 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 11 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of stinging [power 110] (11 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 112 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 200] (11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 11 turn cooldown 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
9 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. |
ash wand of clairvoyance 'Voidparry' [power 10] (11 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% darkness +3% temporal defense ------ Resistance +1% physical Spell save +9 (+3 eff.) Unlife -60.00 life Blind Resist +20% Silence Resist +20% Reveal the area around you, dispelling darkness (radius 10, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 11 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Galerain' [power 200] (11 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Con +10 Mag offense ------ Damage +9% lightning When Hit 6 mind defense ------ Crit Resistance 15.00% other ------- See Invisibility +15 Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (204 total damage) Puts all charms on 11 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of conjuration [power 100] (11 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 117 cold damage Puts all charms on 11 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of shielding [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elm wand of shielding [power 122] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Earthworm Jane the Ogre Writhing One level 25
20th Pyre 123rd year of Ascendancy at 00:35 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Earthworm Jane the Ogre Writhing One level 19
10th Haze 122nd year of Ascendancy at 08:41 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Earthworm Jane the Ogre Writhing One level 27
50th Pyre 123rd year of Ascendancy at 10:49 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Earthworm Jane the Ogre Writhing One level 20
15th Haze 122nd year of Ascendancy at 11:51 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Earthworm Jane the Ogre Writhing One level 18
73rd Dusk 122nd year of Ascendancy at 23:17 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Earthworm Jane the Ogre Writhing One level 25
1st Pyre 123rd year of Ascendancy at 23:16 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Earthworm Jane the Ogre Writhing One level 10
3rd Summertide 122nd year of Ascendancy at 14:05 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Earthworm Jane the Ogre Writhing One level 20
14th Haze 122nd year of Ascendancy at 21:44 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Earthworm Jane the Ogre Writhing One level 22
76th Haze 122nd year of Ascendancy at 19:53 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Earthworm Jane the Ogre Writhing One level 20
29th Haze 122nd year of Ascendancy at 11:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Earthworm Jane the Ogre Writhing One level 9
10th Mirth 122nd year of Ascendancy at 00:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Earthworm Jane the Ogre Writhing One level 16
35th Dusk 122nd year of Ascendancy at 08:28 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Earthworm Jane the Ogre Writhing One level 25
19th Pyre 123rd year of Ascendancy at 20:48 see stats
Log
Ghast receives 47 healing from Ghoulking's purging blight area effect.
The Master receives 78 healing from Ghast's purging blight area effect.
Ghoulking receives 93 healing from Ghast's purging blight area effect.
Ghast receives 93 healing from Ghast's purging blight area effect.
Skeleton master archer's Shoot hits Earthworm Jane for 175 physical, 21 lightning, 16 light (211 total damage).
Armoured skeleton warrior receives 18 healing from Ghoul's purging blight area effect.
The Master receives 20 healing from Ghoul's purging blight area effect.
Ghast receives 23 healing from Ghoul's purging blight area effect.
Elder vampire receives 34 healing from Ghoul's purging blight area effect.
Ghoul receives 93 healing from Ghoul's purging blight area effect.
Ghast receives 23 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Chitinous spider for 38 blight damage.
Ghoul receives 93 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 77 healing from Ghoul's purging blight area effect.
Ghast receives 23 healing from Ghoul's purging blight area effect.
Carrion worm mass's wormblight area effect hits Ghast for 22 blight damage.
Carrion worm mass's wormblight area effect hits Ghoul for 33 blight damage.
Carrion worm mass's wormblight area effect hits Ghoul for 22 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for (33 absorbed), 0 blight (0 total damage).
Carrion worm mass's wormblight area effect hits Elder vampire for 33 blight damage.
Carrion worm mass's wormblight area effect hits Armoured skeleton warrior for (27 absorbed), 0 blight (0 total damage).
Carrion worm mass's wormblight area effect hits Ghast for 22 blight damage.
The Master receives 39 healing from Ghast's purging blight area effect.
Ghoulking receives 47 healing from Ghast's purging blight area effect.
Ghast receives 47 healing from Ghast's purging blight area effect.
The Master casts Rune: Manasurge.
The Master starts to surge mana.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior hits Earthworm Jane for 152 physical damage.
Earthworm Jane the level 28 ogre writhing one was mutilated to death by an armoured skeleton warrior on level 9 of Dreadfell.




























































































































































