











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 20 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted thief at level 20 on the 42nd Profit 122nd year of Ascendancy at 00:37 / 1 |
Primary Stats
| Strength | 34 (base 13) |
| Dexterity | 15 (base 10) |
| Constitution | 38 (base 30) |
| Magic | 69 (base 45) |
| Willpower | 15 (base 10) |
| Cunning | 25 (base 21) |
Resources
| Life | -164/694 |
| Insanity | 19/100 |
| Steam | 0/100 |
| Healing Factor | 1.3602122670884 |
| Regeneration | 3.0604776009489 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 27.507429148833 |
| See Invisible | 48.507429148833 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 38 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +48% |
| Light | +12% |
| Temporal | +20% |
| Blight | +15% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Light | +10% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 24.5 (43.579428603723%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 7 |
| Physical Save | 22 |
| Spell Save | 28 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 39%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 14%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 63%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 11%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Stun Resistance | 65% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 621% 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: 13 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 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 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 |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Ulydan the pair of rough leather boots (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Accuracy +5 (+2 eff.) defense ------ Armor +2 Resistance +6% nature Unlife -40.00 life other ------- Infravision +1 A pair of boots made of leather. |
| Light source | Uroresin the Radiancethorn2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Critical power +10.00% Damage +3% physical defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Poludhevea the iron helm (20 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Dex offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +3 Defense +20 (+10 eff.) Fatigue +5% Life Regen +2.00 Healmod +5% Disease Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of healing 'Islywyn' [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Wil offense ------ Mindpower +10 (+5 eff.) Damage +3% mind other ------- Max hate +6.00 Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +3 Mag +5 Con offense ------ Physical Power +8 (+3 eff.) On-Hit 13 light On-Ranged-Hit 12 light Damage +12% light Rings make your fingers look great! |
| On fingers | steel ring 'Ivulrawen'0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Con offense ------ Damage +13% darkness defense ------ Resistance +26% darkness +12% blight Healmod +10% Stun Resist +20% other ------- See Invisibility +9 Rings make your fingers look great! |
| Around 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. |
| In main hand | Ebonynigh (129% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 light Damage Against +7% Undead On-Hit, radius 1 +8 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage While equipped: offense ------ Damage +12% temporal Ignore resists +15% darkness defense ------ Resistance +3% darkness Blunt and deadly. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 20% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Branydur the Voidmoon (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Wil offense ------ Damage +12% darkness defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +18% acid +8% physical +25% darkness +22% blight other ------- Light +6 See Invisibility +12 Track: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | Silidhebeth the Brightbright (2 def, 6 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Dex +6 Mag +1 Wil +4 Cun defense ------ Armor +6 Defense +2 (+1 eff.) Resistance +6% light +11% cold Spell save +7 (+3 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Blindveil the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str offense ------ Ignore resists +10% light defense ------ Resistance +3% blight +9% fire Unlife -80.00 life Amulets make your neck look great! |
Inventory
medical injector implant of the wizard (efficiency 167% / cooldown 64%)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 167% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 114; cd 14)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 114 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. |
regeneration infusion of the titan (heal 189; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 237; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 289; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 289 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 301; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; acid, physical, darkness, fire, mind)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: 5 acid, 2 physical, 3 darkness, 5 fire, 3 mind 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 duelist (absorb 50; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 71; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 71 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. |
shatter afflictions rune of the wizard (absorb 101; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 101 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 90; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 90 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 381; dur 3; cd 18)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 381 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. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+8 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
grounding copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +12% lightning Stun Resist +23% Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% fire +12% cold Amulets make your neck look great! |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
warrior's copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +7% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
warrior's steel amulet of willpower (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Ivotira0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +3% mind +1% physical Physical save +3 (+2 eff.) Mind save +6 (+3 eff.) Silence Resist +20% Confus Resist +22% Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Runelar0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con offense ------ Ignore resists +5% acid defense ------ Armor +2 Defense +15 (+8 eff.) Resistance +6% nature +6% blight Unlife -20.00 life Poison Resist +10% Disease Resist +12% other ------- Max stamina +30.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.80 cold and 9.06 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 50 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Hareyon'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun +3 Con offense ------ Mind Crit +2% defense ------ Physical save +6 (+3 eff.) Life +60.00 Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
copper ring of corrosion (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% acid defense ------ Resistance +24% acid Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% acid defense ------ Resistance +22% acid Rings make your fingers look great! |
marksman's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring of light (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Damage +10% light Accuracy +8 (+3 eff.) defense ------ Resistance +20% light Rings make your fingers look great! |
marksman's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) Accuracy +8 (+3 eff.) Rings make your fingers look great! |
mule's steel ring of power0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +7 (+3 eff.) Spellpower +7 (+3 eff.) Mindpower +7 (+3 eff.) defense ------ Fatigue -6% other ------- Encumbrance +22 Rings make your fingers look great! |
mule's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -4% Blind Resist +26% other ------- Encumbrance +20 Infravision +3 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
psionicist's steel ring of frost (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% cold defense ------ Resistance +22% cold Mind save +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+2 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +8 See Invisibility +6 Rings make your fingers look great! |
rogue's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +12% lightning defense ------ Defense +4 (+2 eff.) Resistance +24% lightning Rings make your fingers look great! |
savage's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
sneakthief's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of frost (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% cold defense ------ Resistance +20% cold Physical save +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+4 eff.) Life Regen +2.00 Stun Resist +28% Rings make your fingers look great! |
warrior's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% physical defense ------ Armor +4 Resistance +11% physical Rings make your fingers look great! |
wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +6 Rings make your fingers look great! |
Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Str, 65% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
enhanced iron longsword of erosion (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Nature Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature While equipped: Stats +5 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Sharp, long, and deadly. |
steel longsword 'Xanudathra' (108% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 While equipped: offense ------ Spell Crit +1% On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +9% lightning Physical save +12 (+6 eff.) Silence Resist +10% Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.4x Uses 100% Str Damage Physical 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 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
steel mace 'Yvolratha' (127% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 2 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +6% mind Ignore resists +15% mind When Hit 6 mind Blunt and deadly. |
short elm magestaff of might (100% power, 2 apr, lightning element)5.0 Encumbrance T1 staff 1H weapon [Ego] Arcane/Master Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +3 (+1 eff.) Damage +10% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Obsidiansorrow the iron waraxe (102% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Rare] Nature Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +8 lightning +17 cold +20 darkness While equipped: offense ------ Move Speed +23% Damage +6% cold Ignore resists +8% lightning +8% cold +10% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 15% defense ------ Resistance +6% cold One-handed war axes. |
Blazeschism1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% physical defense ------ Armor +2 Resistance +6% lightning +5% temporal +6% nature +2% physical Pinning Resist +20% Stun Resist +10% A belt that goes around your waist. |
Gliralaith1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck offense ------ Damage +3% arcane +3% acid Ignore resists +15% acid On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +5% arcane Stealth +5 other ------- Disarm Traps +8 Infravision +3 A belt that goes around your waist. |
Tempestbrand the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +6% light +18% lightning Physical save +6 (+3 eff.) other ------- Light +3 A belt that goes around your waist. |
rough leather belt 'Bregondur'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +1.0% Physical Power +7 (+3 eff.) Accuracy +20 (+7 eff.) defense ------ Defense +15 (+8 eff.) Resistance +2% physical Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Artherin the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Cun offense ------ Mindpower +15 (+7 eff.) Damage +8% darkness +6% mind Ignore resists +7% darkness +25% acid defense ------ Defense +1 (+1 eff.) Resistance +10% darkness Stealth +6 other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glacierream (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +6% acid +6% cold Ignore resists +5% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 15% * 10% chance to reduce armor by 34% defense ------ Defense +1 (+1 eff.) Resistance +3% acid +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Willowbait (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Ignore resists +10% nature +15% fire defense ------ Defense +1 (+1 eff.) Resistance +3% lightning Spell save +3 (+1 eff.) Healmod +5% Blind Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
slimy woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Disrupt While equipped: offense ------ When Hit: * 4% chance to slow global speed by 43% * 3 arcane resource burn defense ------ Resistance +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glitterbender the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Critical power +15.00% Damage +6% light Ignore resists +5% light defense ------ Armor +1 Resistance +5% arcane +3% darkness Spell save +9 (+4 eff.) Rush: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Plaguenaught the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Damage +12% nature +15% acid Ignore resists +15% fire defense ------ Armor +1 Resistance +3% nature Physical save +11 (+6 eff.) Mind save +10 (+5 eff.) A pair of boots made of leather. |
grounding pair of iron boots of rushing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Con defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Rush: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. 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 of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isivea (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +6 Con offense ------ Accuracy +6 (+3 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 17 defense ------ Armor +2 Resistance +3% mind +9% temporal Physical save +39 (+19 eff.) Spell save +9 (+4 eff.) Mind save +17 (+8 eff.) Disarm Resist +83% Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +19 physical On Hit: 20% Juggernaut level 2 On Hit: 10% Perfect Control level 3 Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Glitterwinter' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Mag +3 Wil offense ------ Physical Power +7 (+3 eff.) When Hit 10 light defense ------ Armor +2 Crit Resistance 5.00% other ------- Light +1 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arcreeve the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +10% lightning defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal +3% darkness +3% fire +6% nature other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ravengash the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +4 Cun offense ------ Mind Crit +3% Mindpower +5 (+2 eff.) Damage +3% darkness Ignore resists +10% darkness defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Ulfosafast the dwarven-steel helm (11 def, 10 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Con offense ------ Damage +9% mind Accuracy +7 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 17 When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +10 Defense +11 (+6 eff.) Fatigue +4% Resistance +2% all Physical save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Gobeth' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Spell Crit +1% Ignore Armor +4 When Hit 6 arcane defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +6 A cap made of leather. |
arcing quiver of ash arrows (20/20, 117% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Arcane Weapon Damage 117% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Arrows are used with bows to pierce your foes to death. |
barbed quiver of ash arrows of wind (21/21, 140% power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Nature/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 21 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage On Critical: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
18 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. |
268 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. |
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. |
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. |
Adulaith (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Armor +4 Fatigue -5% Mind save +3 (+1 eff.) Life +20.00 Disease Resist +10% Stun Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Nerayarin (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +4 Con offense ------ Accuracy +4 (+2 eff.) defense ------ Resistance +3% nature +3% cold Crit Resistance 15.00% Blind Resist +10% Disarm Resist +10% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
brass lantern 'Xyldata'2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +3% temporal +9% fire +3% light +6% cold 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
extending ash wand of shielding [power 170] (17 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
14 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Badalet the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 20:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Badalet the Drem Writhing One level 20
34th Profit 122nd year of Ascendancy at 21:22 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Badalet the Drem Writhing One level 14
12nd Profit 122nd year of Ascendancy at 19:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Badalet the Drem Writhing One level 9
24th Voratun 122nd year of Ascendancy at 02:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Badalet the Drem Writhing One level 9
25th Voratun 122nd year of Ascendancy at 23:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Badalet the Drem Writhing One level 18
28th Profit 122nd year of Ascendancy at 04:26 see stats
Log
Black Blood Bleeding from Badalet hits Corrupted thief for 24 darkness damage.
Acid Splash from Worm that walks (servant of Badalet) hits Corrupted thief for 2 acid damage.
Talent Virulent Disease is ready to use.
Burning from Corrupted thief hits worm that walks (servant of Badalet) for (25 absorbed), 0 fire (0 total damage).
Acid Splash from Corrupted thief hits worm that walks (servant of Badalet) for 0 acid damage.
Your shield crumbles under the damage!
The shield around worm that walks (servant of Badalet) crumbles.
Burning from Corrupted thief hits worm that walks (servant of Badalet) for (12 absorbed), 13 fire (13 total damage).
Acid Splash from Corrupted thief hits worm that walks (servant of Badalet) for 0 acid damage.
Worm that walks (servant of Badalet) speeds up.
Worm that walks (servant of Badalet) stops burning.
Acid Splash from Corrupted thief hits worm that walks (servant of Badalet) for 0 acid damage.
Worm that walks (servant of Badalet) no longer seems to be in sync with his ally.
Worm that walks (servant of Badalet) is free from the acid.
Talent Worm Walk is ready to use.
Talent Rune: Shielding is ready to use.
Worm that walks (servant of Badalet) deactivates Infestation.
Corrupted thief uses Venomous Strike.
Worm that walks (servant of Badalet) is on fire!
Worm that walks (servant of Badalet) is weakened by the darkness!
Corrupted thief is covered in acid!
Character control switched to Badalet.
Corrupted thief hits Worm that walks (servant of Badalet) for 268 nature, 7 darkness, 45 fire, 9 arcane, 205 nature (535 total damage).
Corrupted thief receives 71 healing from Blood Splash.
Badalet the level 20 drem writhing one was slimed to death by corrupted thief on level 3 of The Maze.













































































































