











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.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/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.
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:
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: 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! Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 24 / 24% |
| Size | big |
| Lifes / Deaths | Killed by Isluba the worm that walks at level 24 on the 6th Pyre 123rd year of Ascendancy at 02:08 / 1 |
Primary Stats
| Strength | 80 (base 53) |
| Dexterity | 25 (base 18) |
| Constitution | 56 (base 36) |
| Magic | 13 (base 10) |
| Willpower | 35 (base 14) |
| Cunning | 31 (base 10) |
Resources
| Life | 1/902 |
| Stamina | 74/252 |
| Steam | 100/100 |
| Healing Factor | 1.4100460901468 |
| Regeneration | 18.683110694445 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 26.878701826468 |
| See Invisible | 26.878701826468 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 46 |
| Crit Chance | 28% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +15% |
| Mind | +18% |
| Darkness | +18% |
| Physical | +18% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Temporal | +5% |
| Blight | +10% |
| Fire | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 54.723073231957 (96.438666929426%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 26 |
| Physical Save | 36 |
| Spell Save | 21 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 20%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 23%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 16%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 34%( 70%) |
| Lightning | + 16%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 45% |
| Stun Resistance | 23% |
| Poison Resistance | 50% |
| Knockback Resistance | 44% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 484 life over 5 turns. Its effects scale with your Constitution 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 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: 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 97 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 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
| Psionic / Feedback | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed red crystal shard. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. 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 vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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. * You've found the needed green worm. 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 giant spider spinneret. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 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 dwarven-steel boots 'Raguntir' (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +18% mind +6% physical Ignore resists +5% mind +5% temporal defense ------ Armor +7 Fatigue +3% Resistance +10% fire +5% cold other ------- Infravision +2 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+4 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+4 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 88, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 155.76 darkness damage (based on Mindpower and charge). Uses 9 power out of 2/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Blindprophet (15 def, 1 armour) =health regen=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Cun +3 Wil offense ------ Damage +3% darkness defense ------ Armor +1 Defense +15 (+7 eff.) Fatigue +1% Resistance +9% blight +9% fire +6% temporal Mind save +15 (+6 eff.) Life Regen +4.00 A cap made of leather. |
| On hands | restful hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +12 (+4 eff.) defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +11.00 Unarmed combat: Weapon Damage 15.0 - 16.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron torque of clear mind 'Isadhewen' [power 1] (19/22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% physical Ignore Armor +3 defense ------ Defense +10 (+5 eff.) Resistance +5% arcane +3% mind Unlife -20.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Life +24.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +23% Rings make your fingers look great! |
| On fingers | Emelera0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Str +10 Wil +10 Cun offense ------ Spell Crit +1% Mindpower +13 (+5 eff.) Ignore resists +10% blight When Hit 4 arcane defense ------ Armor +4 Rings make your fingers look great! |
| Around neck | Lightningwither the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +3 Wil offense ------ Damage +12% lightning +3% fire Ignore resists +5% fire When Hit 4 lightning defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
| In main hand | enhanced dwarven-steel mace of crippling (28-39 power, 16 apr) 3.0 Encumbrance T3 mace 1H weapon [Ego++] Nature/Master Weapon Damage 28.0 - 39.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +13.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +4 Dex +3 Mag +5 Wil +5 Cun +6 Con offense ------ Physical Crit +8.0% Blunt and deadly. |
| Around waist | Samemnir1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +15 (+5 eff.) defense ------ Fatigue -4% Spell save +3 (+2 eff.) Life +100.00 Healmod +10% other ------- Encumbrance +21 A belt that goes around your waist. |
| In off hand | flaming voratun shield of acid resistance (+19%) (0 def, 10 armour, 64-76 power, 187 block)7.0 Encumbrance T5 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 63.5 - 76.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +187 On-Hit, radius 1 +14 fire While equipped: offense ------ On-Hit 6 fire When Hit 9 fire defense ------ Armor +10 Fatigue +8% Resistance +19% acid other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Unrilach (1 def, 0 armour) =stam gen=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Con offense ------ Physical Power +5 (+1 eff.) Ignore Armor +1 defense ------ Defense +1 (+0 eff.) Mind save +9 (+4 eff.) other ------- Stamina/turn +2.00 Psi when Hit +0.12 Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened iron plate armour of the dragon (0 def, 13 armour) 17.0 Encumbrance T1 massive armor [Ego++] Nature/Master While equipped: defense ------ Armor +13 Fatigue +22% Resistance +10% acid +12% physical +12% cold +12% lightning +12% fire Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% Disarm Resist +22% Stun Resist +23% Knockbk Resist +21% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 138% / cooldown 73%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 128% / cooldown 53%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 175% / cooldown 78%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 78%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion (die at -260; dur 6; cd 26)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -260 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 520 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24)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. |
acid wave rune (damage 76; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 76.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 50; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 50.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 63; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 63 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 Cunning 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 |
shatter afflictions rune of the warrior (absorb 110; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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 |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +10% nature +12% blight Poison Resist +21% Disease Resist +23% Amulets make your neck look great! |
insulating steel amulet of mastery (0.14 Cunning / Survival)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% fire +12% cold other ------- Masteries +0.14 Cunning/Survival Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +5 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.40 Mana/turn +0.22 Max mana +28.00 Amulets make your neck look great! |
gold amulet 'Bethidanne'0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +5 Dex +2 Wil offense ------ Mindpower +5 (+2 eff.) Damage +3% temporal Ignore resists +5% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +21% temporal Mind save +8 (+3 eff.) Confus Resist +13% Pinning Resist +22% Knockbk Resist +26% Amulets make your neck look great! |
gold amulet 'Chumnir'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +4 Dex offense ------ Mind Crit +1% Damage +6% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +18% fire +19% cold Amulets make your neck look great! |
restful gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +1.00 other ------- Mana/turn +0.15 Max mana +29.00 Amulets make your neck look great! |
Glinn the Arctrencher0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +12% mind Accuracy +6 (+2 eff.) defense ------ Resistance +3% mind Rings make your fingers look great! |
Poreleth the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Mind Crit +1% Damage +11% lightning +6% mind defense ------ Armor +2 Defense +15 (+7 eff.) Resistance +22% lightning Rings make your fingers look great! |
marksman's copper ring of arcana (+0.13/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Silence Resist +21% other ------- Mana/turn +0.13 Rings make your fingers look great! |
treant's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +10% Disease Resist +11% Rings make your fingers look great! |
warrior's copper ring of light (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +11% light defense ------ Armor +4 Resistance +22% light Rings make your fingers look great! |
Skybender the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +10% temporal Ignore resists +5% mind +10% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +3% lightning +10% temporal Physical save +6 (+3 eff.) Spell save +8 (+4 eff.) Mind save +11 (+4 eff.) Confus Resist +23% Rings make your fingers look great! |
gladiator's steel ring of corrosion (+24%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
pixie's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +6 Mag offense ------ Spellpower +6 (+6 eff.) On-Hit 12 light On-Ranged-Hit 14 light Damage +10% light Rings make your fingers look great! |
solipsist's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Physical Power +5 (+1 eff.) Spellpower +7 (+7 eff.) Mindpower +12 (+4 eff.) Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
treant's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +7% nature +7% blight Poison Resist +10% Disease Resist +10% Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Ivilaith'0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con +3 Mag offense ------ Ignore resists +15% temporal Accuracy +12 (+4 eff.) Ignore Armor +7 When Hit 2 acid 4 temporal defense ------ Defense +11 (+5 eff.) Resistance +3% temporal Spell save +20 (+10 eff.) other ------- Max stamina +22.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
Duskburst the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Str offense ------ Physical Crit +4.0% Spell Crit +10% Critical power +12.00% Spellpower +6 (+6 eff.) Damage +15% darkness Ignore resists +10% physical Accuracy +20 (+7 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 21% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel greatmaul of massacre (34-52 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 34.5 - 51.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed mauls. |
Chamalen the steel longsword (20-29 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 nature +12 blight On-Hit, radius 1 +7 fire While equipped: Stats +2 Con offense ------ Ignore resists +15% blight Sharp, long, and deadly. |
Rimebiter (22-30 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Damage +12% cold Ignore resists +20% cold +6% physical Accuracy +5 (+2 eff.) Ignore Armor +6 Sharp, long, and deadly. |
steel longsword 'Glitterstrider' (14-19 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +6% blight Ignore resists +10% mind +15% light When Hit 2 mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 defense ------ Resistance +12% blight +3% mind Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+7 eff.) Physical save +15 (+6 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
absorbing thorny mindstar (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Resistance +14% lightning +7% fire +7% cold other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of storms (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Str +3 Dex +4 Mag +3 Wil +3 Cun +2 Con offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 7 lightning Damage +11% lightning Ignore resists +4% lightning defense ------ Resistance +6% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Issarach4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +12 nature On Critical: * silences the target While equipped: offense ------ Physical Crit +2.0% Ignore resists +11% nature defense ------ Resistance +6% blight Life Regen +4.00 other ------- Stamina/turn +3.00 Longbows are used to shoot arrows at your foes. |
Velurema the Wintertide (18/18, 18-22 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 18.0 - 21.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +11.0% Capacity 18 On-ranged-hit +16 mind +20 cold On-Hit, radius 1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 25 On Critical: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str 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. |
Wrathroot's Barkwood (9 def, 10 armour, 24-33 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 23.5 - 32.9 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Ce'Nytta (0 def, 12 armour, 32-38 power, 123.5 block)7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 31.5 - 37.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +124 On-Hit, radius 1 +12 fire While equipped: Stats +1 Wil offense ------ On-Hit 6 fire When Hit 10 fire defense ------ Armor +12 Fatigue +8% Spell save +15 (+8 eff.) Unlife -40.00 life Life +20.00 Life Regen +4.00 other ------- Talents +1 Block Handheld deflection devices. |
Cyroldagavena the Sunfame (0 def, 6 armour, 29-35 power, 123.5 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +124 Ignore Shields +20% While equipped: offense ------ Physical Power +25 (+6 eff.) Damage +6% physical Ignore resists +15% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Armor +6 Fatigue +8% Resistance +21% lightning other ------- Light +3 Talents +1 Block Handheld deflection devices. |
troll-hide hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Life +34.00 Life Regen +5.00 Healmod +13% A suit of armour made of leather. |
steel mail armour 'Ereledil' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Rare] Arcane While equipped: offense ------ Spell Crit +3% Critical power +20.00% On-Hit 13 acid 8 fire Ignore Shields +20% When Hit 9 acid 11 fire 8 physical On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid +12% fire A suit of armour made of mail. |
Galevein the rough leather belt =dex=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +7 Dex +4 Cun +1 Con +6 Lck offense ------ Damage +15% mind Ignore resists +5% lightning defense ------ Stealth +7 other ------- Disarm Traps +6 Infravision +4 See Invisibility +12 A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Poroma1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Damage +6% mind Ignore resists +5% mind Against +16% Summoned defense ------ Resist Against +18% Summoned Blind Resist +20% Poison Resist +20% Cut Resist +10% Silence Resist +10% A belt that goes around your waist. |
rough leather belt 'Hellobeisance'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Mindpower +15 (+5 eff.) Damage +18% fire Ignore resists +25% fire defense ------ Resistance +6% acid +15% fire +6% lightning +6% cold other ------- Psi when Hit +0.12 A belt that goes around your waist. |
Offalpunish the hardened leather belt =blight=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +8 Lck offense ------ Damage +6% nature defense ------ Resistance +9% blight +1% physical +12% temporal Stealth +8 Poison Resist +20% other ------- Disarm Traps +12 Infravision +4 A belt that goes around your waist. |
Jetreeve the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con offense ------ Ignore resists +5% darkness +5% mind When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 25 defense ------ Defense +1 (+0 eff.) Resistance +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayyda the linen cloak (1 def, 0 armour) =cun=2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +9 Cun +4 Wil offense ------ Physical Crit +2.0% Ignore Armor +2 defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkwreath the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +1 Str offense ------ Physical Power +15 (+4 eff.) Accuracy +15 (+5 eff.) When Hit 6 lightning defense ------ Defense +1 (+0 eff.) Life +32.00 other ------- EQ when Hit +0.04 Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunvein the linen cloak (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Wil offense ------ Mind Crit +4% Damage +9% light When Hit 2 light defense ------ Defense +7 (+3 eff.) Resistance +3% fire Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cobrawrack (8 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +18% nature defense ------ Defense +8 (+4 eff.) Resistance +18% fire +15% light +9% darkness Stealth +8 Life Regen +2.00 Disease Resist +20% Cut Resist +10% Disarm Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelwire (2 def, 0 armour) =mag check?=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Dex +10 Mag +2 Cun offense ------ Critical power +15.00% Ignore resists +5% light Accuracy +8 (+3 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Defense +2 (+1 eff.) Crit Resistance 10.00% Stealth +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkkarma (32 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +3% nature Ignore resists +5% nature defense ------ Armor +7 Defense +32 (+14 eff.) Resistance +6% blight +15% cold +6% mind Poison Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Tidebraze' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +6% physical When Hit 2 cold defense ------ Armor +3 Fatigue +2% Resistance +3% cold +3% physical Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +2.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightglory (0 def, 4 armour) =regen=3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +9% darkness defense ------ Armor +4 Fatigue +3% Resistance +3% blight +3% physical +6% mind Life Regen +4.00 Healmod +15% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Maludir the cashmere wizard hat (2 def, 0 armour) =lightning res=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +13% lightning +3% acid On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Defense +2 (+1 eff.) Resistance +28% lightning +6% temporal +12% nature A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Smolderclash' (12 def, 0 armour) =lightning res=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +6 Str offense ------ Critical power +10.00% Damage +12% lightning +18% fire defense ------ Defense +12 (+6 eff.) Resistance +18% lightning A pointy cloth hat, very wizardly... |
Hodor the Morbusreaper (0 def, 1 armour) =cun=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil offense ------ Mindpower +3 (+1 eff.) Damage +6% nature +3% cold Ignore resists +15% cold defense ------ Armor +1 Fatigue +1% Resistance +3% nature A cap made of leather. |
Liseramina the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% temporal +15% fire Unlife -40.00 life Poison Resist +20% Confus Resist +20% A cap made of leather. |
Rimemistress (10 def, 1 armour) =stam absorb=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex +1 Con offense ------ When Hit 2 cold defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue +1% other ------- Stamina/turn +3.00 Stamina when Hit +0.80 EQ when Hit +1.00 A cap made of leather. |
Hanutochak the Bleakgrinder (0 def, 3 armour) =blight stam gen=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +6 Wil offense ------ Critical power +20.00% Damage +6% nature When Hit 2 darkness defense ------ Armor +3 Fatigue +3% Resistance +9% blight +3% darkness Mind save +11 (+4 eff.) Unlife -20.00 life other ------- Stamina/turn +2.00 A cap made of leather. |
Belywen the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% blight +6% fire Healmod +20% Disease Resist +20% Teleport Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Splendoursting the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +11 Str +2 Dex +2 Mag offense ------ Damage +18% light defense ------ Armor +4 Fatigue +4% Resistance +9% fire +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
2 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
256 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Blizzardworm the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +5 (+2 eff.) Resistance +6% cold Unlife -40.00 life other ------- Max stamina +30.00 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: offense ------ Ignore resists +8% all Ignore Armor +9 other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
steel armour reinforcement0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
Grinasalar (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore Armor +6 defense ------ Resistance +3% acid +9% blight +3% light +9% darkness While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 23 turn cooldown Effective talent level: 5.2 Power cost 23 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Undeathwar' (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex offense ------ Physical Power +20 (+5 eff.) On-Hit (Melee): * 10% chance to slow global speed by 52% defense ------ Unlife -40.00 life other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 8 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 71.56 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Bleaklore [power 25] (19/22 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +20% darkness defense ------ Resistance +3% nature +6% darkness Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Gloritha the iron torque of gale force [power 110] (19/13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag +1 Wil defense ------ Resistance +12% blight +3% fire other ------- See Invisibility +6 Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 130 physical damage Puts all charms on 13 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of clear mind [power 1] (19/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to heal for 30. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By zigur cult escapee the Cornac Bulwark level 17
3rd Haze 122nd year of Ascendancy at 13:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By zigur cult escapee the Cornac Bulwark level 23
5th Pyre 123rd year of Ascendancy at 09:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By zigur cult escapee the Cornac Bulwark level 10
5th Mirth 122nd year of Ascendancy at 08:07 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By zigur cult escapee the Cornac Bulwark level 20
4th Regrowth 123rd year of Ascendancy at 18:39 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By zigur cult escapee the Cornac Bulwark level 19
54th Haze 122nd year of Ascendancy at 04:15 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By zigur cult escapee the Cornac Bulwark level 10
25th Dusk 122nd year of Ascendancy at 23:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By zigur cult escapee the Cornac Bulwark level 10
8th Mirth 122nd year of Ascendancy at 20:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By zigur cult escapee the Cornac Bulwark level 13
39th Dusk 122nd year of Ascendancy at 03:03 see stats
Log
Melee retaliation hits Isluba the worm that walks for 4 lightning, 11 fire, 4 arcane (18 total damage).
Isluba the worm that walks hits zigur cult escapee for (91 resonance), 91 physical, (11 resonance), 11 blight, (18 resonance), 57 lightning, 12 fire (171 total damage).
Isluba the worm that walks receives 138 healing.
Isluba the worm that walks receives 5 healing from Ruin.
Zigur cult escapee aims less carefully.
Isluba the worm that walks receives 4 healing from Devouring flames from Isluba the worm that walks.
Burning from Isluba the worm that walks hits zigur cult escapee for 10 fire damage.
Epidemic from Isluba the worm that walks hits zigur cult escapee for 52 blight damage.
zigur cult escapee receives 2 healing.
Lava floor burns zigur cult escapee!
Isluba the worm that walks hits zigur cult escapee for 79 fire damage.
Zigur cult escapee uses Assault.
zigur cult escapee performs a melee critical strike against Isluba the worm that walks!
zigur cult escapee misses Isluba the worm that walks.
zigur cult escapee misses Isluba the worm that walks.
Lava floor heals Isluba the worm that walks!
Isluba the worm that walks casts Drain.
Isluba the worm that walks's spell attains critical power!
The diseases of Isluba the worm that walks spread!
The diseases of Isluba the worm that walks spread!
Isluba the worm that walks deactivates Fearscape.
Isluba the worm that walks's weapon surges with fire!
Isluba the worm that walks receives 11 healing from Ruin.
Melee retaliation hits Isluba the worm that walks for 4 lightning, 11 fire, 4 arcane (18 total damage).
zigur cult escapee hits Isluba the worm that walks for 53 physical, 8 fire, 18 fire (78 total damage).
Isluba the worm that walks hits zigur cult escapee for 299 blight, 87 blight, 23 blight, 12 fire, 47 fire (468 total damage).
Isluba the worm that walks receives 138 healing.
zigur cult escapee the level 24 cornac bulwark was burnt to death by Isluba the worm that walks on level 1 of Fearscape.
You are brought back from the Fearscape!





















































































































