











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Which Items Are Restocked In Store 1.7.2Highlight restocked items in store. This addon is compatible with Store Wish List. Weight: 100 Superload: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Annotated Charm Hotkeys 1.7.0Modifies the display of torques, totems and wands in the hotkeys toolbar, adding a corner image reflecting the charm's type. [NOTE: If you are using this addon in conjunction with Juggle Hotkeys on Unwield, you will need to update the latter to release 1.4.0 or higher for compatibility. Similarly, if you are using this addon in conjunction with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to update it to release 17.0.0 or higher for compatibility.] 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:
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: 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 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.
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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. 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: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 27 / 88% |
Size | medium |
Lifes / Deaths | Killed by Silathra the skeleton archer at level 27 on the 56th Regrowth 123rd year of Ascendancy at 12:35 / 1 |
Primary Stats
Strength | 41 (base 13) |
Dexterity | 24 (base 10) |
Constitution | 32 (base 10) |
Magic | 74 (base 58) |
Willpower | 19 (base 10) |
Cunning | 64 (base 52) |
Resources
Life | -358/765 |
Mana | 148/301 |
Stamina | 93/219 |
Healing Factor | 1.3624420161894 |
Regeneration | 16.68991469832 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 5 |
Infravision | 13 |
See Stealth | 63.390773745007 |
See Invisible | 81.390773745007 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 42 |
Accuracy | 39 |
Crit Chance | 25% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 14 |
Accuracy | 39 |
Crit Chance | 27% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Lightning | +20% |
Mind | +6% |
Physical | +10% |
Fire | +27% |
All | 0% |
Offense: Damage Penetration
Mind | +55% |
Temporal | +30% |
All | +25% |
Physical | +31% |
Cold | +35% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 17 (35.65183292883%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 1 |
Physical Save | 37 |
Spell Save | 34 |
Mental Save | 39 |
Defense: Resistances
Acid | + 38%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 24%( 70%) |
All | + 14%( 70%) |
Lightning | + 27%( 70%) |
Temporal | + 21%( 70%) |
Physical | + 17%( 70%) |
Mind | + 29%( 70%) |
Fire | + 24%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 60% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 89% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 872% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (0 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 286 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 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 sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed orc heart. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. * You've found the needed bear paw. 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 green worm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% nature Ignore Armor +2 defense ------ Armor +4 Defense +15 (+5 eff.) Fatigue +3% Resistance +12% nature, +3% physical Unlife -40.00 life other ------- Stamina/turn +0.60 Max stamina +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: defense ------ Armor +5 Mind save +5 (+2 eff.) Life +43.00 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Damage +15% fire When Hit 4 arcane defense ------ Resistance +5% arcane Summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1035 Base Damage: 473 Armor: 25 All Resist: 14 Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +5, Con +6 offense ------ Physical Power +8 (+3 eff.) Ignore resists +5% mind, +5% cold When Hit 2 mind defense ------ Resistance +9% mind, +3% cold Life Regen +6.00 Blind Resist +28% Stun Resist +34% other ------- Infravision +4 See Stealth +13 See Invisibility +17 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +5, Con +6 offense ------ Physical Power +8 (+3 eff.) Ignore resists +5% mind, +5% cold When Hit 2 mind defense ------ Resistance +9% mind, +3% cold Life Regen +6.00 Blind Resist +28% Stun Resist +34% other ------- Infravision +4 See Stealth +13 See Invisibility +17 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: offense ------ Damage +12% fire Ignore resists +5% temporal defense ------ Resistance +15% lightning, +9% temporal Healmod +19% Blind Resist +16% Cut Resist +60% Stun Resist +24% other ------- Infravision +4 Sight +2 See Invisibility +10 Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 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 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +5% Physical Power +11 (+4 eff.) Spellpower +16 (+4 eff.) Damage +20% lightning, +6% mind Accuracy +8 (+2 eff.) When Hit 6 light defense ------ Resistance +6% fire other ------- Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ When Hit 2 fire defense ------ Armor +2 Resistance +6% fire, +1% physical, +6% cold Unlife -80.00 life A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+1 eff.) Ignore Armor +7 Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature While equipped: Stats Dex +1, Mag +3, Wil +4, Con +5 offense ------ Spell Crit +6% Ignore resists +20% mind defense ------ Defense +2 (+0 eff.) Physical save +17 (+6 eff.) Mind save +13 (+5 eff.) Unlife -100.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +19% acid defense ------ Resistance +28% acid, +11% all Unlife -80.00 life Disease Resist +20% Stun Resist +20% other ------- Psi when Hit +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 179 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 149 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 increase movement speed by 697% 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 Magic 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 |
![]() 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 increase movement speed by 721% 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 Magic 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 |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 252 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 458 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 18% for 3 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. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 4 physical, 5 darkness, 3 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 131.20 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 341 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +5% light, +15% cold defense ------ Resistance +12% lightning, +6% light +5% arcane Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats Lck +7, Con +5 offense ------ Damage +6% light, +6% blight Accuracy +7 (+2 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 defense ------ Defense +7 (+2 eff.) Resistance +9% blight, +12% light +13% darkness Resist unseen 12% Blind Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats Str +7, Dex +5, Wil +3, Con +4 offense ------ Mindpower +7 (+3 eff.) Damage +15% light defense ------ Mind save +7 (+3 eff.) Confus Resist +16% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats Str +3, Wil +2 offense ------ Mindpower +8 (+4 eff.) Damage +6% arcane, +9% mind Ignore resists +5% arcane When Hit 4 mind defense ------ Resistance +6% mind Mind save +6 (+2 eff.) Blind Resist +13% Confus Resist +12% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: Stats Dex +5, Cun +7, Con +3 offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Resistance +6% blight, +6% temporal Spell save +3 (+2 eff.) Life +23.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +22% other ------- Max hate +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Dex +2, Con +2 offense ------ Damage +12% fire defense ------ Armor +2 Resistance +6% lightning, +24% fire Physical save +9 (+4 eff.) Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Dex +3 offense ------ Damage +6% lightning Accuracy +6 (+2 eff.) When Hit 6 cold defense ------ Resistance +15% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +6 (+3 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats Wil +2 defense ------ Mind save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats Cun +3 offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% darkness Ignore resists +25% fire defense ------ Armor +8 Defense +10 (+3 eff.) Physical save +9 (+4 eff.) Spell save +8 (+4 eff.) Mind save +9 (+3 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats Con +5 offense ------ Damage +9% arcane On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Resistance +5% arcane Physical save +8 (+3 eff.) Spell save +10 (+5 eff.) Life Regen +2.00 Stun Resist +24% other ------- Max stamina +18.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats Cun +4, Wil +5 offense ------ Mindpower +7 (+3 eff.) Damage +13% blight defense ------ Resistance +13% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats Cun +7, Wil +5 offense ------ Mindpower +6 (+3 eff.) On-Hit 7 physical On-Ranged-Hit 9 physical Damage +3% blight Ignore resists +10% blight, +15% acid On-Hit (Melee): * 11% chance to reduce all saves and defense by 20 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 20 defense ------ Fatigue -5% Resistance +6% blight other ------- Encumbrance +21 Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +2 defense ------ Armor +4 Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Mag +3 defense ------ Spell save +6 (+3 eff.) Life Regen +3.00 Stun Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() balanced steel dagger of enduring (102% power, 6 apr) 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Con +7, Wil +7 offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +5 (+1 eff.) Life +10.00 Disarm Resist +20% Sharp, short and deadly. |
![]() Shantiz the Stormblade (111% power, 20 apr) 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() warbringer's voratun dagger of enduring (148% power, 9 apr) 1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 148% 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 +10.0% Attack Speed 100% While equipped: Stats Wil +6, Con +17 offense ------ Physical Power +5 (+2 eff.) Ignore resists +5% physical defense ------ Life +19.00 Disarm Resist +27% Sharp, short and deadly. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [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 (+2 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. |
![]() 2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spellpower +36 (+9 eff.) Spellpower/crit +8 Ignore Shields +30% defense ------ Resistance +6% light, +9% all Silence Resist +24% other ------- Mana/turn +0.20 Max hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +7% all defense ------ Resistance +11% darkness, +12% mind +11% all Physical save +10 (+4 eff.) Spell save +12 (+6 eff.) Mind save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature/Psionic While equipped: Stats Cun +4, Wil +4 defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +7% acid, +9% cold Mind save +12 (+4 eff.) other ------- Breathe water A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats Cun +4, Wil +3 offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats Str +4, Dex +2, Wil +4, Cun +4 offense ------ Physical Power +5 (+2 eff.) Damage +9% lightning Ignore Armor +5 When Hit 4 lightning defense ------ Resistance +6% lightning Physical save +13 (+5 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Max stamina +20.00 A belt that goes around your waist. |
![]() Islyriamira the hardened leather belt 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats Dex +6, Mag +3, Wil +4 offense ------ Mindpower +4 (+2 eff.) defense ------ Crit Resistance 15.00% Physical save +8 (+3 eff.) other ------- See Invisibility +6 A belt that goes around your waist. |
![]() Koreleg the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats Str +5, Cun +4, Con +5 offense ------ When Hit 8 acid defense ------ Defense +2 (+0 eff.) Crit Resistance 15.00% other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Zubyrin the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats Dex +11, Mag +3, Con +2, Lck +17 offense ------ Ignore resists +15% physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +3 Resistance +3% blight Stealth +16 other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() pair of hardened leather boots 'Emeleth' (10 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Con +3 offense ------ Critical power +15.00% Ignore Armor +2 defense ------ Armor +3 Defense +10 (+3 eff.) Fatigue -6% Resistance +1% physical Physical save +8 (+3 eff.) other ------- Encumbrance +27 Stamina/turn +3.00 A pair of boots made of leather. |
![]() Emuriavea (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +2, Con +5 offense ------ Damage +12% arcane, +6% physical Ignore Shields +30% Ignore Armor +5 defense ------ Armor +3 Fatigue +2% Resistance +6% mind Physical save +13 (+5 eff.) Mind save +12 (+4 eff.) other ------- Mana-on-crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Isluldabeth (0 def, 3 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +5, Cun +2, Con +2 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +3% light Crit Resistance 5.00% Physical save +11 (+4 eff.) Mind save +14 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of iron boots 'Cyrora' (0 def, 6 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +1, Con +4 defense ------ Armor +6 Fatigue +2% Resistance +9% temporal other ------- Infravision +5 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 'Elariathra' (0 def, 11 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +1, Con +5 offense ------ Physical Crit +4.0% When Hit 8 physical On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Armor +11 Fatigue +2% Physical save +13 (+5 eff.) Mind save +11 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Silence Resist +23% Confus Resist +31% Stun Resist +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats Mag +8, Wil +5 offense ------ Spellpower +16 (+4 eff.) On-Hit 6 arcane Damage +7% arcane, +9% blight Accuracy +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +7 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +28% Unarmed combat: Weapon Damage 118% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +19 arcane On-crit, radius 2 +7 arcane On Hit: 10% Perfect Control level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() cleansing hardened leather cap of dexterity (+6) (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Ego] Disrupt/Master While equipped: Stats Dex +6 defense ------ Armor +3 Fatigue +3% Resistance +8% nature, +7% blight A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats Str +5, Dex +4 offense ------ Damage +6% arcane, +6% blight Ignore resists +10% blight, +15% arcane defense ------ Armor +3 Fatigue +3% Resistance +9% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Breathe water Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.6 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 245.8 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 2 acid defense ------ Armor +3 Fatigue +5% Resistance +3% lightning, +5% arcane +6% acid Crit Resistance 15.00% Disarm Resist +10% Stun Resist +10% other ------- Stamina when Hit +0.70 EQ when Hit +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 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. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats Str +3, Mag +1 offense ------ Spellpower +25 (+7 eff.) Damage +9% physical Ignore resists +10% arcane defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +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. |
![]() Drugar the alchemist's lamp 1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Defense +15 (+5 eff.) Resistance +2% physical, +5% arcane +15% light Physical save +6 (+3 eff.) other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Aeredhelaith the dwarven-steel pickaxe (dig speed 14 turns) 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +2, Dex +2, Con +8 offense ------ Physical Power +20 (+7 eff.) Accuracy +10 (+3 eff.) defense ------ Armor +2 Defense +6 (+2 eff.) Resistance +7% physical other ------- Stamina/turn +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 37 for 5 turns Puts all charms on 27 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +15% mind When Hit 6 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% temporal Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 153 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats Wil +2, Cun +6, Con +2 offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% nature, +6% blight other ------- Light +1 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 275 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: defense ------ Resistance +5% arcane, +12% mind Life Regen +4.00 Poison Resist +10% Pinning Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 turn cooldown 100% to gain a 25% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats Wil +4 offense ------ Damage +6% arcane defense ------ Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +100.00 Max vim +20.00 Wards +3 acid, +4 temporal, +3 arcane +3 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (232 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Neeysm the Higher Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 18:25 see stats
By Neeysm the Higher Arcane Blade level 24
35th Regrowth 123rd year of Ascendancy at 16:28 see stats
By Neeysm the Higher Arcane Blade level 10
3rd Summertide 122nd year of Ascendancy at 18:23 see stats
By Neeysm the Higher Arcane Blade level 20
18th Haze 122nd year of Ascendancy at 07:13 see stats
By Neeysm the Higher Arcane Blade level 27
47th Regrowth 123rd year of Ascendancy at 01:04 see stats
By Neeysm the Higher Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 09:32 see stats
By Neeysm the Higher Arcane Blade level 10
1st Dusk 122nd year of Ascendancy at 02:28 see stats
By Neeysm the Higher Arcane Blade level 22
17th Regrowth 123rd year of Ascendancy at 14:23 see stats
By Neeysm the Higher Arcane Blade level 16
78th Dusk 122nd year of Ascendancy at 22:34 see stats
Log
Burning from Silathra the skeleton archer hits Neeysm for 10 cold damage.
Rime Wraith from Silathra the skeleton archer hits Lashing Tentacle for 74 cold damage.
Lava floor heals Silathra the skeleton archer!
Silathra the skeleton archer casts Invoke Darkness.
Silathra the skeleton archer receives 45 healing from Rime Wraith from Silathra the skeleton archer.
Silathra the skeleton archer hits Neeysm for 218 cold damage.
Silathra the skeleton archer receives 167 healing.
Silathra the skeleton archer hits Lashing Tentacle for 171 cold damage.
Lava floor burns Lashing Tentacle!
Lashing Tentacle hits Silathra the skeleton archer for 98 physical damage.
Silathra the skeleton archer hits Lashing Tentacle for 130 cold damage.
Lava floor burns Neeysm!
LIFE LOST WARNING!
Burning from Silathra the skeleton archer hits Neeysm for 17 cold damage.
Silathra the skeleton archer hits Neeysm for 165 cold damage.
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Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Neeysm casts Rune: Manasurge.
Neeysm starts to surge mana.
Rime Wraith from Silathra the skeleton archer hits Lashing Tentacle for 74 cold damage.
Lava floor heals Silathra the skeleton archer!
Silathra the skeleton archer deactivates Fearscape.
Melee retaliation hits Silathra the skeleton archer for 3 light, 1 mind, 2 arcane, 1 fire (10 total damage).
Silathra the skeleton archer hits Neeysm for 164 cold damage.
Silathra the skeleton archer receives 167 healing.
Neeysm the level 27 higher arcane blade was iced to death by Silathra the skeleton archer on level 1 of Fearscape.
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You are brought back from the Fearscape!