












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Bulwark |
| Level / Exp | 21 / 4% |
| Size | big |
| Lifes / Deaths | Killed by Voruwe the corrupted dendritic hemospinner at level 19 on the 9th Haze 122nd year of Ascendancy at 13:05 1 / 5Killed by Zubuwyn the dredgling at level 20 on the 44th Haze 122nd year of Ascendancy at 00:49 Killed by Urkis, the High Tempest at level 20 on the 44th Haze 122nd year of Ascendancy at 08:12 Killed by Insane Bulwark II at level 21 on the 44th Haze 122nd year of Ascendancy at 16:00 Killed by Insane Bulwark II at level 21 on the 44th Haze 122nd year of Ascendancy at 16:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 66 (base 48) |
| Dexterity | 23 (base 12) |
| Constitution | 25 (base 12) |
| Magic | 11 (base 10) |
| Willpower | 50 (base 37) |
| Cunning | 17 (base 10) |
Resources
| Life | 845/845 |
| Stamina | 290/290 |
| Equilibrium | 0 |
| Healing Factor | 1.2245178243369 |
| Regeneration | 15.000343348127 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 32 |
| Crit Chance | 14% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +14% |
| Darkness | +3% |
| Temporal | +6% |
| Blight | +3% |
| Acid | +15% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Cold | +10% |
| Fire | +10% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 43.482109524015 (95.977958824199%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 23 |
| Physical Save | 41 |
| Spell Save | 26 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 51%( 70%) |
| All | 0%( 70%) |
| Lightning | + 70%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 16%( 70%) |
| Darkness | + 6%( 70%) |
| Fire | + 23%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 0% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 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 20% 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: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous 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 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| 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 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+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 Shax 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. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. * You've found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * '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 vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 red crystal shard. * '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 bear paw. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Daimurin' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +6% blight +3% fire +6% cold Unlife -20.00 life Healmod +10% Silence Resist +20% Confus Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eremakhad the Strikezephyr2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Mag offense ------ Physical Crit +2.0% Damage +3% lightning defense ------ Defense +5 (+2 eff.) Resistance +9% lightning Physical save +3 (+1 eff.) Life +45.00 other ------- Stamina/turn +2.00 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 | Xanovena the Morbusgrinder (5 def, 1 armour) =breathe water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +3% acid On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +6% cold other ------- Max stamina +20.00 Breathe water A cap made of leather. |
| On hands | iron gauntlets 'Obsidianburst' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +5% arcane +3% nature Life +20.00 Life Regen +3.00 Knockbk Resist +20% other ------- Stamina/turn +0.50 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Elolratira the elm totem of stinging [power 122] (3/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +5 Str +2 Mag defense ------ Mind save +9 (+3 eff.) Life Regen +4.00 Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Umbraknave the steel ring =stun res 25=0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% darkness +6% fire Ignore resists +10% cold +10% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +6% darkness Life Regen +3.00 Stun Resist +25% Rings make your fingers look great! |
| On fingers | psionicist's copper ring of lightning (+22%) =22 lightning res=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Mind save +4 (+1 eff.) Rings make your fingers look great! |
| Around neck | Baryrath the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Cun +4 Con offense ------ Move Speed +10% Damage +3% blight +6% temporal Ignore resists +15% temporal defense ------ Fatigue -5% Resistance +14% lightning +10% fire +10% cold Life Regen +2.00 Stun Resist +23% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.50 Amulets make your neck look great! |
| In main hand | stralite mace of crippling (143% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon [Ego+] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Blunt and deadly. |
| Around waist | Glugarin the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Ignore Armor +1 When Hit 2 blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +2 Resistance +2% physical Physical save +6 (+2 eff.) Unlife -20.00 life A belt that goes around your waist. |
| In off hand | Anosin (0 def, 4 armour, 117% power, 36.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 117% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +36 On-hit +12 cold While equipped: Stats +2 Str +4 Dex +2 Wil offense ------ Critical power +10.00% Accuracy +6 (+3 eff.) On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +5% acid +7% fire +6% lightning +17% cold other ------- Psi when Hit +0.08 Talents +1 Block Handheld deflection devices. |
| Cloak | elven-silk cloak 'Tilathaneg' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Dex +3 Wil +7 Con offense ------ Damage +12% acid Ignore resists +5% temporal When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Defense +3 (+1 eff.) Physical save +10 (+3 eff.) Spell save +9 (+5 eff.) Mind save +11 (+4 eff.) Life +73.00 other ------- Stamina/turn +1.30 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bethath (0 def, 15 armour) =lightning res 17=17.0 Encumbrance T2 massive armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +15 Fatigue +16% Resistance +17% lightning +3% fire +5% arcane +12% cold Physical save +6 (+2 eff.) Mind save +14 (+5 eff.) A suit of armour made of metal plates. |
Inventory
healing infusion (heal 43; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 550%; cd 12) =keep=0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 550% 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 Willpower 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 warrior (speed 606%; 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 increase movement speed by 606% 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 Strength 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 psychic (heal 230; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 230 life over 5 turns. Its effects scale with your Willpower 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 wizard (heal 199; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 199 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 4; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 25%; physical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune (absorb 50; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 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. |
teleportation rune (range 22; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of dexterity (+3) =mind res 12 conf res 20=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +12% mind Confus Resist +24% Amulets make your neck look great! |
copper amulet of constitution (+3) =con 3 ammy=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
Haneroddakalthohek the Chillblack0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% nature +9% cold Ignore resists +10% cold defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
Ivudarerin the copper ring =con 6 ring=0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +3 Cun +6 Con offense ------ On-Hit 9 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 20% chance to reduce armor by 16% * 10% chance to reduce all saves and defense by 22 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 22 other ------- Hate-on-crit +1.00 Max hate +6.00 See Invisibility +3 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
Tidenight =stun res 20 cold res 15=0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +5% cold defense ------ Resistance +15% cold Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
copper ring 'Furnacevalor' =con 3 ring=0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 4 fire defense ------ Armor +8 Defense +20 (+10 eff.) Physical save +6 (+2 eff.) other ------- Stamina/turn +1.00 Rings make your fingers look great! |
copper ring 'Glorema'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) Damage +11% acid Ignore Armor +7 defense ------ Resistance +22% acid Unlife -20.00 life other ------- Stamina/turn +1.00 Rings make your fingers look great! |
psionicist's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Life +21.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +21% Rings make your fingers look great! |
Penitence (111% power, 4 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+12 eff.) defense ------ Resistance +30% blight +30% lightning Affinity +20% lightning Spell save +15 (+8 eff.) other ------- Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
yew magestaff of fate (120% power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +9 (+9 eff.) Damage +20% cold defense ------ Physical save +5 (+1 eff.) Spell save +10 (+5 eff.) Mind save +7 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
thought-forged dwarven-steel battleaxe of erosion (139% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Nature/Psionic Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +9 nature +9 mind On Hit: * 27% chance to reduce all saves and defense by 22 While equipped: Stats +6 Cun +3 Wil Massive two-handed battleaxes. |
Darkslicer the dwarven-steel greatmaul (151% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 151% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +16 darkness +14 temporal On-Hit, radius 1 +4 blight While equipped: Stats +6 Str offense ------ Physical Crit +10.0% Critical power +17.00% Damage +15% darkness +12% physical Accuracy +9 (+4 eff.) Ignore Armor +12 defense ------ Resistance +13% temporal Massive two-handed mauls. |
Belath (114% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 114% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Ignore Shields +30% On-hit +4 mind On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Spell Crit +2% defense ------ Armor +8 Poison Resist +20% Knockbk Resist +20% Sharp, long, and deadly. |
arcing steel longsword of massacre (124% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 124% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Sharp, long, and deadly. |
Arckarma (104% power, 2 apr) =keep=3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Ignore resists +5% lightning Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Resistance +3% cold +6% light +6% nature Disarm Resist +21% Blunt and deadly. |
Shockweeper (111% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Psionic Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On-hit +9 darkness Damage Against +9% Living While equipped: offense ------ Damage +3% lightning +12% arcane When Hit 10 arcane defense ------ Resistance +12% light +6% lightning Blunt and deadly. |
Sunwolf the steel mace (121% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Mag +2 Wil +4 Cun offense ------ Damage +18% light defense ------ Crit Resistance 10.00% Blunt and deadly. |
Belyrivea the iron waraxe (116% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mindpower +10 (+5 eff.) defense ------ Resistance +3% temporal Mind save +3 (+1 eff.) Life Regen +4.00 One-handed war axes. |
stormbringer's yew longbow of dexterity (+6)4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-crit, radius 2 +9 lightning +21 cold While equipped: Stats +6 Dex offense ------ Move Speed +30% Ignore resists +15% lightning +18% cold +9% physical Longbows are used to shoot arrows at your foes. |
barbed quiver of yew arrows (17/18, 157% power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Ego+] Master Weapon Damage 158% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +13.0% Capacity 18 On Critical: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Eremuntir (0 def, 4 armour, 105% power, 44.5 block)7.0 Encumbrance T2 shield armor [Rare] Arcane When used to Attack: Weapon Damage 106% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +44 On Hit: * 20% chance to reduce all saves and defense by 22 While equipped: offense ------ Damage +30% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +4 Fatigue +8% Resistance +14% light +12% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Block Handheld deflection devices. |
shimmering woollen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +7% physical +8% fire +16% arcane +7% cold defense ------ Resistance +12% acid +12% physical +12% fire +14% cold +9% all other ------- Max mana +10.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
timebroken cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +6 (+6 eff.) Damage +14% arcane +5% temporal defense ------ Resistance +11% all other ------- Max mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour of stability (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% blight +5% physical +13% nature Physical save +14 (+4 eff.) A suit of armour made of leather. |
hardened leather armour of command (17 def, 10 armour)9.0 Encumbrance T3 light armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +10 Defense +17 (+8 eff.) Fatigue +8% Mind save +15 (+5 eff.) A suit of armour made of leather. |
enlightening dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% fire Mind save +15 (+5 eff.) A suit of armour made of mail. |
Shiverrazor (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +1% Damage +6% cold When Hit 4 mind defense ------ Armor +9 Fatigue +22% Life Regen +3.50 other ------- Stamina/turn +1.10 Hate-on-crit +5.00 Max hate +6.00 A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+2 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
steel plate armour 'Mogar' (0 def, 9 armour)17.0 Encumbrance T2 massive armor [Rare] Psionic While equipped: Stats +4 Dex +6 Mag +4 Wil +5 Cun offense ------ Damage +9% arcane Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +9 Fatigue +22% Mind save +13 (+4 eff.) A suit of armour made of metal plates. |
Lisann the Cinderwitch1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +10% mind When Hit 8 fire defense ------ Defense +9 (+4 eff.) Resistance +3% mind Stealth +5 A belt that goes around your waist. |
Mighty Girdle =enc=1.0 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. |
insulating rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +5% fire +6% cold Life Regen +0.80 Healmod +11% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Saleta (27 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun offense ------ Mind Crit +1% Mindpower +5 (+2 eff.) defense ------ Defense +27 (+13 eff.) Physical save +6 (+2 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairegar (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ When Hit 6 mind On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Stealth +6 Unlife -20.00 life Life Regen +4.00 Poison Resist +20% A pair of boots made of leather. |
Thunderwing the pair of iron boots (0 def, 3 armour) =mind res=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +3 Fatigue +2% Resistance +6% mind Life Regen +1.00 Healmod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Xadawyn' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -3% Resistance +6% nature +1% physical Physical save +6 (+2 eff.) Life Regen +2.00 Blind Resist +10% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +6 (+6 eff.) On-Hit 3 acid 5 fire 5 cold 6 arcane 4 lightning Damage +5% arcane defense ------ Armor +2 Resistance +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: Stats +3 Cun offense ------ Accuracy +7 (+3 eff.) defense ------ Armor +2 Resistance +7% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Blackflash' (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% fire Accuracy +5 (+2 eff.) When Hit 2 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Armor +1 Fatigue +1% Resistance +3% fire Physical save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Bleakpanic the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +9% darkness defense ------ Armor +3 Fatigue +5% Resistance +3% mind Physical save +6 (+2 eff.) Life +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Eluwen' (0 def, 3 armour) =stun res=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% acid +3% mind defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +5% arcane +6% nature Stun Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Grinorab' (10 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Accuracy +15 (+7 eff.) When Hit 4 physical defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +5% Resistance +5% lightning +6% temporal +2% physical other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Cracklevice =stun res 20=2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ When Hit 6 lightning defense ------ Resistance +3% acid Physical save +3 (+1 eff.) Healmod +5% Disease Resist +20% Stun Resist +20% 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. |
Cyreriawyn the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 48% * 10 arcane resource burn defense ------ Resistance +6% blight +6% lightning Life +43.00 Disease Resist +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial =keep=1.0 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.(107 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health =health=2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 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. |
Splendourslicer (dig speed 38 turns) =stun res 20=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Fatigue -5% Resistance +3% blight +3% cold +3% light Physical save +3 (+1 eff.) Life Regen +2.00 Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's iron pickaxe (dig speed 18 turns)3.0 Encumbrance T1 digger tool [Ego+] Psionic While equipped: Stats +1 Str offense ------ Damage +7% mind +5% fire defense ------ Mind save +7 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Scumclamor' (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Damage +6% nature +3% cold other ------- Light +2 Infravision +2 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 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. |
Achievements
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Insane Bulwark II the Krog Bulwark level 12
4th Flare 122nd year of Ascendancy at 08:04 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Insane Bulwark II the Krog Bulwark level 20
24th Haze 122nd year of Ascendancy at 12:28 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Insane Bulwark II the Krog Bulwark level 10
2nd Summertide 122nd year of Ascendancy at 01:25 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Insane Bulwark II the Krog Bulwark level 20
10th Haze 122nd year of Ascendancy at 17:09 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Insane Bulwark II the Krog Bulwark level 18
39th Dusk 122nd year of Ascendancy at 09:17 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Insane Bulwark II the Krog Bulwark level 19
9th Haze 122nd year of Ascendancy at 13:03 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Insane Bulwark II the Krog Bulwark level 9
5th Mirth 122nd year of Ascendancy at 09:57 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Insane Bulwark II the Krog Bulwark level 17
24th Dusk 122nd year of Ascendancy at 22:50 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Insane Bulwark II the Krog Bulwark level 21
44th Haze 122nd year of Ascendancy at 16:05 see stats
Log
Flame turret uses Flamethrower.
Emunne the xorn shrugs off the effect 'Frozen Feet'!
Insane Bulwark II hits Flame turret for 56 cold damage.
Insane Bulwark II hits Emunne the xorn for (43 exoskeleton), 43 cold (43 total damage).
Melee retaliation hits Emunne the xorn for (2 exoskeleton), 2 acid, (1 exoskeleton), 1 blight (2 total damage).
Flame turret hits Insane Bulwark II for (28 blocked), 0 fire (0 total damage).
Static Shield from Emunne the xorn hits Insane Bulwark II for (0 blocked), 0 lightning, (2 blocked), 0 lightning (0 total damage).
Emunne the xorn uses Magnetic Field.
Melee retaliation hits Emunne the xorn for (2 exoskeleton), 2 acid, (1 exoskeleton), 1 blight (2 total damage).
Emunne the xorn hits Insane Bulwark II for (1 blocked), 0 lightning, (2 blocked), 0 lightning (0 total damage).
Insane Bulwark II uses Assault.
Insane Bulwark II performs a melee critical strike against Emunne the xorn!
Emunne the xorn shrugs off Insane Bulwark II's 'Cripple'!
Insane Bulwark II misses Emunne the xorn.
Insane Bulwark II hits Emunne the xorn for (8 exoskeleton), 8 cold, (8 exoskeleton), 8 physical, (45 exoskeleton), 45 physical, (5 exoskeleton), 5 physical (64 total damage).
Melee retaliation hits Emunne the xorn for (3 exoskeleton), 3 acid, (1 exoskeleton), 1 blight (4 total damage).
Melee retaliation hits Insane Bulwark II for (1 antimagic), 0 lightning, 0 arcane, (1 antimagic), 0 lightning, 0 arcane (0 total damage).
Static Shield from Emunne the xorn hits Insane Bulwark II for (0 antimagic), 0 lightning, (2 antimagic), 0 lightning (0 total damage).
Insane Bulwark II the level 21 krog bulwark suffocated to death on level 2 of Tempest Peak.
Insane Bulwark II prepares for the next kill!
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Talent Antimagic Zone is ready to use.
Saving done.
Insane Bulwark II prepares for the next kill!
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!

































































































