











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! 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.
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Wyrmic |
| Level / Exp | 28 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Ce'Nynn the gigantic sandworm tunneler at level 28 on the 48th Regrowth 123rd year of Ascendancy at 05:15 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 52) |
| Dexterity | 11 (base 10) |
| Constitution | 37 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 104 (base 60) |
| Cunning | 37 (base 10) |
Resources
| Life | -7/1138 |
| Equilibrium | 126 |
| Steam | 100/100 |
| Healing Factor | 1.2041015905905 |
| Regeneration | 27.546480541216 |
Speed
| Mental | +7.1956730687599% |
| Attack | +7.1956730687599% |
| Movement | +27.67440046317% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 8 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 32 |
| Crit Chance | 16% |
| APR | 9 |
| Speed | 0.93 |
Offense: Offhand
| Damage | 52 |
| Accuracy | 64 |
| Crit Chance | 18% |
| APR | 25 |
| Speed | 0.93 |
Offense: Spell
| Spellpower | 4.3333333333333 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 20% |
| Speed | 0.93287347462109 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +14% |
| Physical | +14% |
| Cold | +23% |
| All | 0% |
| Darkness | +20% |
| Lightning | +14% |
| Mind | +12% |
| Fire | +30% |
| Nature | +22% |
Offense: Damage Penetration
| Acid | +22% |
| Blight | +22% |
| Physical | +22% |
| Cold | +27% |
| All | 0% |
| Lightning | +22% |
| Darkness | +22% |
| Fire | +27% |
| Nature | +22% |
Defense: Base
| Armour (hardiness) | 24.623158894786 (77.262055219398%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 12 |
| Physical Save | 42 |
| Spell Save | 43 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 30%( 70%) |
| Cold | + 27%( 70%) |
| All | + 17%( 70%) |
| Darkness | + 27%( 70%) |
| Physical | + 26%( 70%) |
| Temporal | + 30%( 70%) |
| Lightning | + 40%( 70%) |
| Mind | + 35%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Knockback Resistance | 82% |
| Stun Resistance | 37% |
| Pinning Resistance | 49% |
| Poison Resistance | 50% |
| Blind Resistance | 51% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. 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 skeleton mage skull. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed snow giant kidney. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Eilinithra the Glacierhunt (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +3 Cun +3 Con offense ------ Ignore resists +5% cold When Hit 6 cold defense ------ Armor +3 Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Stamina/turn +3.00 A pair of boots made of leather. |
| Light source | Velysera the brass lantern2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: Stats +4 Cun +2 Wil offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +3% all Spell save +5 (+1 eff.) other ------- Psi when Hit +0.04 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. |
| On head | psion's cashmere wizard hat of knowledge (2 def, 0 armour) 2.0 Encumbrance T3 head armor [Ego++] Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Mind Crit +2% Mindpower +10 (+2 eff.) Damage +9% mind Accuracy +9 (+4 eff.) defense ------ Defense +2 (+2 eff.) Resistance +7% mind Physical save +7 (+2 eff.) Mind save +7 (+2 eff.) other ------- Max psi +16.00 Light +5 A pointy cloth hat, very wizardly... |
| On hands | Wyrmbreath (0 def, 4 armour) 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 4.5 Power cost 24 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 803.49 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | piercing yew totem of stinging [power 230] (15 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Sting an enemy dealing 281 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Hathoregontir the Naturevortex0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Mind save +9 (+3 eff.) Life +22.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +23% other ------- EQ when Hit +0.08 Infravision +1 Rings make your fingers look great! |
| On fingers | gladiator's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Accuracy +9 (+4 eff.) Ignore Armor +7 defense ------ Defense +7 (+6 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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! |
| Around neck | steel amulet 'Polytta'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil +2 Mag defense ------ Resistance +15% lightning +16% temporal +12% mind +6% cold Pinning Resist +28% Stun Resist +20% Knockbk Resist +23% Amulets make your neck look great! |
| In main hand | Ulfazor the Hellspassion (105% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +10 Wil +4 Cun +5 Con offense ------ Damage +6% darkness +6% fire Ignore resists +5% fire defense ------ Crit Resistance 5.00% Life +20.00 other ------- See Invisibility +3 Blunt and deadly. |
| Around waist | Shocksaw the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil +4 Cun +3 Con offense ------ Mindpower +4 (+1 eff.) Damage +9% cold defense ------ Resistance +3% lightning Physical save +6 (+2 eff.) A belt that goes around your waist. |
| In off hand | vined mindstar 'Isseyarasin' (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 physical While equipped: Stats +4 Wil +5 Cun +2 Con offense ------ Mind Crit +2% Physical Power +10 (+3 eff.) Mindpower +4 (+1 eff.) Accuracy +20 (+9 eff.) defense ------ Mind save +4 (+1 eff.) other ------- Max psi +23.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Dagaregorath the Demonwolf (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Cun +6 Con offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Defense +1 (+1 eff.) Resistance +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cleansing stralite mail armour of stability (4 def, 8 armour) 14.0 Encumbrance T4 heavy armor [Ego] Disrupt/Master While equipped: defense ------ Armor +8 Defense +4 (+4 eff.) Fatigue +12% Resistance +10% blight +7% physical +13% nature Physical save +10 (+3 eff.) Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 100% / cooldown 73%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 12)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 130; 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 130 then cleanse 1 wound, poison, and disease effect. 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 545%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 545% 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. |
regeneration infusion of the titan (heal 186; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. 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 (res 19%; magical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 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 wizard (res 20%; physical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 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 20% 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. |
schematic: Air Recycler0.1 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: Antimagic Shell0.1 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: Deflection Field0.1 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: Explosive Shell0.1 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: Fiery Salve0.1 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. |
2 schematic: Fungal Web0.1 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: Grounding Strap0.1 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: Iron Grip0.1 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] [already known tinker] 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] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 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: Saw Shell0.1 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: Second Skin0.1 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. |
2 schematic: Solid Shell0.1 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: Steamsaw0.1 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: Thunderclap Coating0.1 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: Water Salve0.1 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: Winterchill Edge0.1 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. |
Falekalthorominik0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Defense +30 (+18 eff.) Resistance +2% physical Mind save +6 (+2 eff.) Unlife -60.00 life Poison Resist +10% other ------- Masteries +0.16 Steamtech/Physics +0.16 Technique/Two-handed assault Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-3 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See 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... |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +12% nature +12% blight Poison Resist +23% Disease Resist +23% Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet 'Aeredragrim'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Resistance +6% fire +9% mind +15% nature other ------- Masteries +0.13 Technique/Two-handed assault Amulets make your neck look great! |
copper amulet 'Arurin'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Damage +12% mind other ------- Infravision +1 Amulets make your neck look great! |
gold amulet 'Sootspike'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun offense ------ Damage +9% darkness Ignore resists +25% darkness +20% lightning When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Resistance +9% nature +6% darkness Amulets make your neck look great! |
gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Blind Resist +14% other ------- Infravision +3 Sight +2 See Invisibility +9 Amulets make your neck look great! |
insulating copper amulet of mastery (0.10 Technique / Two-handed assault)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% fire +10% cold other ------- Masteries +0.10 Technique/Two-handed assault Amulets make your neck look great! |
insulating steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +14% cold Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 437 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
stabilizing copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +10% temporal Pinning Resist +22% Knockbk Resist +22% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's gold amulet of mastery (0.19 Technique / Combat techniques)0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Masteries +0.19 Technique/Combat techniques Amulets make your neck look great! |
Demonbone the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +3% arcane +3% darkness +11% nature Ignore resists +5% light When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 28% defense ------ Resistance +22% nature other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
Lisalrata the Blizzardwell0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Ignore resists +5% cold defense ------ Resistance +3% cold Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+6 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Radiancefame the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +3 Wil +3 Cun +1 Con offense ------ Spellpower +5 (+2 eff.) Mindpower +10 (+2 eff.) Damage +10% mind +3% light Ignore resists +5% light defense ------ Resistance +10% mind Spell save +10 (+3 eff.) other ------- Max stamina +16.00 Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
psionicist's copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Mind save +6 (+2 eff.) Rings make your fingers look great! |
savage's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
treant's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +5% nature +8% blight Poison Resist +13% Disease Resist +21% Rings make your fingers look great! |
dwarven-steel dagger of rage (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +8% physical Accuracy +11 (+5 eff.) Sharp, short and deadly. |
iron dagger of enduring (101% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Con +6 Wil defense ------ Life +18.00 Sharp, short and deadly. |
stralite dagger of enduring (132% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Weapon Damage 133% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +8 Con +12 Wil defense ------ Life +14.00 Sharp, short and deadly. |
Kinetic Focus (88% power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
creative mossy mindstar of storms (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +5 Cun +1 Con offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+0 eff.) On-Hit 4 lightning Damage +5% lightning Ignore resists +6% lightning defense ------ Resistance +5% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of balance (77% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Physical save +2 (+0 eff.) Spell save +3 (+1 eff.) Mind save +2 (+0 eff.) other ------- EQ when Hit +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of clarity (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +2% nature defense ------ Resistance +2% blight Mind save +3 (+1 eff.) Disease Resist +10% other ------- Max psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steel waraxe 'Sepsisblast' (109% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 lightning +8 cold On-Hit, radius 1 +20 nature While equipped: Stats +6 Str +6 Dex +6 Mag +4 Wil +7 Cun +6 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +27% cold One-handed war axes. |
Layarin1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +30 (+18 eff.) Resistance +6% lightning +3% temporal +6% acid Life Regen +1.00 Healmod +13% Disease Resist +20% Silence Resist +10% Confus Resist +20% A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Xerura'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +5 (+5 eff.) Resistance +9% lightning Crit Resistance 10.00% Life +31.00 Stun Resist +10% other ------- Hate-on-crit +1.00 Max hate +4.00 A belt that goes around your waist. |
Hosadin the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Mindpower +10 (+2 eff.) Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con offense ------ Damage +10% nature defense ------ Resistance +11% all Poison Resist +21% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Growquick' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Lck +5 Dex offense ------ Critical power +5.00% Mindpower +15 (+4 eff.) Damage +12% nature Ignore resists +20% nature When Hit 2 mind defense ------ Armor +3 Resistance +9% lightning +6% nature Mind save +6 (+2 eff.) Stealth +10 A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+2 eff.) other ------- Encumbrance +22 Stamina/turn +0.40 Max stamina +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con defense ------ Armor +1 Physical save +10 (+3 eff.) Mind save +11 (+3 eff.) other ------- Stamina/turn +0.30 Max stamina +12.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 4.5 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 111.30 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. |
Gebreldara the Mucusorder (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +9% lightning +9% nature Ignore resists +20% acid +15% nature Accuracy +12 (+6 eff.) defense ------ Armor +2 Fatigue +3% Resistance +15% nature Unarmed combat: Weapon Damage 120% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +8 (+3 eff.) Accuracy +8 (+4 eff.) defense ------ Armor +2 Fatigue +3% Physical save +5 (+1 eff.) Mind save +6 (+2 eff.) Disarm Resist +20% Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Perfect Control level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cracklestreak (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Cun +7 Con offense ------ Ignore resists +20% lightning +20% acid defense ------ Defense +2 (+2 eff.) Resistance +8% fire +9% cold other ------- Light +2 See Invisibility +12 A pointy cloth hat, very wizardly... |
Eilinamira the Boltreeve (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +5 Wil +4 Cun +2 Con offense ------ Mindpower +4 (+1 eff.) Damage +15% blight +9% arcane +3% lightning defense ------ Defense +2 (+2 eff.) Resistance +15% blight +5% arcane +12% lightning Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 6.5 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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. A pointy cloth hat, very wizardly... |
Guneharadin the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Cun +6 Dex offense ------ Accuracy +20 (+9 eff.) Ignore Armor +6 On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +9% blight Unlife -80.00 life A cap made of leather. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+4 eff.) Ranged Defense +8 (+7 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+10 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
3 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. |
379 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. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 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. |
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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 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. |
Starmortal (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +3% light Ignore resists +5% acid When Hit 4 acid 4 mind 2 light defense ------ Fatigue -5% 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. |
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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying 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. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Coalkill the steel torque of gale force [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +10% darkness When Hit 2 darkness 4 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 35 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 205 physical damage Puts all charms on 15 turn cooldown 100% to heal for 50. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 118 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature 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: 217 Base Damage: 106 Armor: 2 All Resist: 2 Puts all charms on 25 turn cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 140] (19 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
7 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. |
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. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
11 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Wyrmic001 the Higher Wyrmic level 22
6th Regrowth 123rd year of Ascendancy at 07:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Wyrmic001 the Higher Wyrmic level 10
31st Haze 122nd year of Ascendancy at 08:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Wyrmic001 the Higher Wyrmic level 24
28th Regrowth 123rd year of Ascendancy at 12:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wyrmic001 the Higher Wyrmic level 10
22nd Haze 122nd year of Ascendancy at 12:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wyrmic001 the Higher Wyrmic level 20
10th Decay 122nd year of Ascendancy at 19:16 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Wyrmic001 the Higher Wyrmic level 22
5th Allure 123rd year of Ascendancy at 02:35 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wyrmic001 the Higher Wyrmic level 7
11st Haze 122nd year of Ascendancy at 18:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Wyrmic001 the Higher Wyrmic level 6
7th Dusk 122nd year of Ascendancy at 16:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wyrmic001 the Higher Wyrmic level 19
5th Decay 122nd year of Ascendancy at 15:24 see stats
Log
You are unable to move!
Wyrmic001 breathes sand!
Wyrmic001 hits Something for 226 physical damage.
Wyrmic001 is jolted to attention by the damage and is no longer being beckoned.
Wyrmic001 is no longer beckoned.
Wyrmic001 has a cursed wound!
Something hits Wyrmic001 for 344 physical damage.
Wyrmic001 seems more focused.
Talent Static Field is ready to use.
Talent Ice Wall is ready to use.
Talent Antimagic Zone is ready to use.
Talent Ice Claw is ready to use.
Talent Burrow is ready to use.
Wyrmic001 is lost in despair!
Wyrmic001 has been harassed.
Wyrmic001's Tornado is disrupted!
Wyrmic001's Create Tinker is disrupted!
Something hits Wyrmic001 for 71 physical, 83 physical (154 total damage).
Wyrmic001 is not crippled anymore.
Wyrmic001 overcomes the gloom.
LIFE LOST WARNING!
Wyrmic001 breathes ice!
Wyrmic001's mind surges with critical power!
Wyrmic001 hits Something for 277 cold damage.
Wyrmic001 is stunned!
Wyrmic001 is no longer being stalked by Something.
Wyrmic001 resists the stunning blow!
Something hits Wyrmic001 for 165 physical, 138 physical (304 total damage).
Wyrmic001 the level 28 higher wyrmic was eviscerated to death by Ce'Nynn the gigantic sandworm tunneler on level 4 of Sandworm lair.






































































































































