










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. 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! 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 20 / 79% |
| Size | medium |
| Lifes / Deaths | Killed by Gemiwyn the white crystal at level 20 on the 4th Decay 122nd year of Ascendancy at 22:20 / 1 |
Primary Stats
| Strength | 27 (base 14) |
| Dexterity | 27 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 67 (base 48) |
| Willpower | 18 (base 10) |
| Cunning | 58 (base 37) |
Resources
| Life | -27/584 |
| Mana | 17/254 |
| Stamina | 162/224 |
| Steam | 100/100 |
| Healing Factor | 1.1929415192739 |
| Regeneration | 1.2525885952376 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.000000000002% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 35.84903874937 |
| See Invisible | 44.84903874937 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 46 |
| Crit Chance | 36% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 46 |
| Crit Chance | 38% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +28% |
| Light | +14% |
| Blight | +8% |
| Arcane | +11% |
| Darkness | +14% |
| All | +5% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +34% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 12 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 31 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 15%( 70%) |
| Arcane | + 12%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 10%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 13%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Pinning Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 24% |
Inscriptions (4/4)
| 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 160 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Magical combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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 snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * '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 minotaur nose. 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 skeleton mage skull. * You've found the needed black mamba head. * You've found the needed warg claw. | active |
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 within1 lumberjacks have died. | done |
Equipment
| On feet | Demonglory the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Damage +3% lightning +9% darkness Ignore resists +15% blight +15% darkness +10% lightning defense ------ Armor +1 Resistance +3% darkness Stealth +6 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 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. |
| On head | Airwire the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Mag +3 Wil +8 Cun offense ------ Ignore resists +15% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% light Crit Resistance 5.00% Mind save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +6 Fatigue +3% Mind save +8 (+4 eff.) Life +45.00 Unarmed combat: Weapon Damage 24.5 - 34.3 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of summon tentacle 'Lisadhethra' [power 155] (19/22 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Resistance +3% darkness +9% acid Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 364 Base Damage: 160 Armor: 0 All Resist: 3 Puts all charms on 22 turn cooldown 100% to heal for 42. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emalena0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +3.0% Damage +6% arcane +3% blight When Hit 2 blight defense ------ Resistance +6% blight Life +21.00 Disarm Resist +24% Pinning Resist +21% Knockbk Resist +24% other ------- Max stamina +30.00 Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +4 Mag +5 Wil +2 Con offense ------ Physical Power +5 (+1 eff.) Spellpower +16 (+4 eff.) Mindpower +10 (+5 eff.) Damage +9% light +5% all defense ------ Armor +2 Resistance +3% blight Crit Resistance 10.00% Spell save +12 (+6 eff.) other ------- Max stamina +17.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Chuldir the ash vilestaff (15-18 power, 3 apr, lightning element) 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * shock your foe dealing 18 damage and draining some of their resources While equipped: Stats +4 Con offense ------ Physical Crit +5.0% Spell Crit +5% Physical Power +6 (+2 eff.) Spellpower +16 (+4 eff.) Damage +15% lightning Accuracy +7 (+2 eff.) defense ------ Defense +6 (+2 eff.) Resistance +3% nature +3% lightning Crit Resistance 15.00% Life Regen +0.80 Healmod +13% other ------- Light +3 See Invisibility +9 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.75 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. |
| Around waist | Bokudurath the Scaldwasp1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ When Hit 8 fire defense ------ Resistance +6% acid +6% temporal +5% arcane Stealth +6 other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
| In off hand | elemental steel dagger of crippling (12-16 power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 96 lightning damage (1/turn) * shock your foe dealing 17 damage and draining some of their resources On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +5% lightning Ignore resists +9% lightning Sharp, short and deadly. |
| Cloak | resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con defense ------ Defense +2 (+1 eff.) Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
healing infusion of the duelist (heal 115; 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 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 446%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 446% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 584%; 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 584% 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 (res 16%; physical; dur 3; cd 12)0.1 Encumbrance infusion scroll [Normal] 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 physical effect and reduce all damage taken by 16% for 3 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. |
wild infusion of the warrior (res 21%; magical; dur 4; 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 cure yourself of one random magical effect and reduce all damage taken by 21% for 4 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. |
blink rune of the sneak (range 6; phase 20; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 3; phase 12; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1002% over 10 turns; mana 50; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1002% for 10 turns (0 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 (absorb 20; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 274; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 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: Headlamp0.1 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. |
Tiyon the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +3% blight +1% physical +16% mind +3% light Crit Resistance 5.00% Confus Resist +20% Pinning Resist +10% Amulets make your neck look great! |
Gluta0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Ignore resists +5% temporal defense ------ Fatigue -5% Resistance +6% blight +3% temporal Life Regen +2.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
grounding steel amulet of cunning (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% lightning Stun Resist +23% Amulets make your neck look great! |
steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
savior's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Physical save +8 (+5 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 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 143% 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! |
warrior's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +7 (+4 eff.) defense ------ Armor +6 Rings make your fingers look great! |
Xerayarevena the Murkshine (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +22.00% Spellpower +6 (+2 eff.) Damage +15% lightning Ignore resists +20% darkness defense ------ Defense +7 (+2 eff.) Resistance +3% darkness Spell save +12 (+6 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.75 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. |
lifebinding ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Damage +15% lightning defense ------ Defense +8 (+3 eff.) Life Regen +0.60 Healmod +12% other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 94.75 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. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Snowpower (11-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Psionic Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 darkness Damage Against +6% Living While equipped: Stats +4 Str +1 Dex +2 Mag +1 Wil +4 Cun offense ------ Ignore resists +5% cold Sharp, short and deadly. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 28 [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
rough leather belt 'Beredragas'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +12% acid +3% temporal Crit Resistance 5.00% Mind save +3 (+1 eff.) Life Regen +0.90 Healmod +12% A belt that goes around your waist. |
linen cloak 'Layudhessra' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag +3 Cun offense ------ Damage +6% acid defense ------ Defense +1 (+0 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Geta the Icewhisper (0 def, 7 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +5 Wil offense ------ Spell Crit +2% Damage +3% cold defense ------ Armor +7 Physical save +9 (+6 eff.) Silence Resist +20% other ------- Mana/turn +0.14 Max mana +24.00 Light +1 A pair of boots made of leather. |
Bidil the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil +1 Con offense ------ Move Speed +25% Ignore resists +5% acid defense ------ Armor +3 Fatigue +2% Crit Resistance 15.00% other ------- Infravision +2 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porytira the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +6 Wil +3 Cun offense ------ Physical Crit +1.0% Damage +9% physical defense ------ Armor +5 Fatigue +2% Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Voidvein (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Dex +2 Wil offense ------ Damage +3% lightning Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +6% darkness other ------- Infravision +3 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zeradunamnir (10 def, 9 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+4 eff.) defense ------ Armor +9 Defense +10 (+3 eff.) Resistance +3% temporal Spell save +3 (+2 eff.) Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's rough leather gloves (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con defense ------ Armor +7 Hardiness +7% Resistance +4% physical Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 5% Stone Touch level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arorek (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag offense ------ On-Hit 11 temporal On-Ranged-Hit 8 temporal Damage +6% acid +5% temporal +8% arcane Ignore resists +25% acid Accuracy +12 (+4 eff.) defense ------ Armor +2 Resistance +8% temporal Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +6 arcane On-crit, radius 2 +7 arcane On Hit: * 8% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beikath the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Crit +10.0% Spell Crit +7% Mind Crit +8% Critical power +7.00% Ignore Armor +1 defense ------ Armor +2 Resistance +1% physical Physical save +6 (+4 eff.) Unlife -20.00 life Unarmed combat: Weapon Damage 23.5 - 25.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +11.0% Attack Speed 100% On Crit: 20% Cripple level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ce'Nadarawe (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature While equipped: Stats +3 Cun +3 Mag offense ------ On-Hit 6 fire 7 nature 7 physical Damage +5% fire +4% nature +6% physical defense ------ Armor +8 Fatigue +3% Resistance +6% acid +6% fire +6% nature Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +7 physical On-crit, radius 2 +7 fire +5 nature +6 physical On Hit: 10% Sand Breath level 3 On Hit: 10% Fire Breath level 3 On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of knowledge (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Bokudohad the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Critical power +15.00% Spellpower +5 (+1 eff.) Spellpower/crit +2 defense ------ Armor +1 Fatigue +1% Resistance +7% blight Mind save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.04 Vim-on-crit +1.00 A cap made of leather. |
miner's rough leather cap of the bounder (0 def, 3 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +6 Str +5 Dex defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 77.1 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap 'Cyridanne' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Mag +5 Con defense ------ Armor +3 Fatigue +1% Resistance +3% light +6% acid other ------- Infravision +4 A cap made of leather. |
stabilizing iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% cold Physical save +11 (+7 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)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag 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. |
5 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. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+4 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
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. |
340 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. |
Faliletar the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Dex +2 Mag offense ------ Damage +3% acid defense ------ Physical save +7 (+5 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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Lisudhera'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Con +3 Wil offense ------ Damage +9% mind defense ------ Crit Resistance 15.00% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 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 124.66 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.66 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. |
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. |
potent air recycler0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Fogpyre (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Cun +6 Str offense ------ When Hit 4 acid On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Fatigue -5% other ------- Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 8 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 182.48 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 117% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
powerful steel torque of mindblast [power 160] (19/13 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (19/22 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eve the Cornac Arcane Blade level 20
58th Haze 122nd year of Ascendancy at 18:04 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eve the Cornac Arcane Blade level 10
35th Dusk 122nd year of Ascendancy at 05:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Eve the Cornac Arcane Blade level 20
21st Haze 122nd year of Ascendancy at 10:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eve the Cornac Arcane Blade level 7
79th Pyre 122nd year of Ascendancy at 01:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Eve the Cornac Arcane Blade level 11
38th Dusk 122nd year of Ascendancy at 11:04 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eve the Cornac Arcane Blade level 15
73rd Dusk 122nd year of Ascendancy at 05:13 see stats
Log
Eve uses Flurry.
Eve uses Flurry.
Eve uses Flurry.
Eve uses Flurry.
Eve uses Flurry.
Eve uses Flurry.
Eve uses Flurry.
Eve uses Flurry.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
You can only rush to a creature.
Eve rushes out!
Eve misses Something.
Eve misses Something.
Something hits Eve for 198 cold damage.
Eve was blasted back 2 spaces!
Something hits Eve for 210 darkness damage.
Gemiwyn the white crystal killed Eve!
Eve the level 20 cornac arcane blade was shadowed to death by Gemiwyn the white crystal on level 4 of Old Forest.























































































































