










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 | Shalore |
| Class | Arcane Blade |
| Level / Exp | 23 / 60% |
| Size | medium |
| Lifes / Deaths | Killed by Nerewe the green ooze at level 23 on the 60th Dusk 122nd year of Ascendancy at 10:05 / 1 |
Primary Stats
| Strength | 61 (base 30) |
| Dexterity | 23 (base 10) |
| Constitution | 48 (base 20) |
| Magic | 87 (base 51) |
| Willpower | 43 (base 10) |
| Cunning | 47 (base 17) |
Resources
| Life | -109/860 |
| Mana | 242/397 |
| Stamina | 208/274 |
| Steam | 100/100 |
| Healing Factor | 1.4078383355188 |
| Regeneration | 14.148775271964 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 32.679862542722 |
| See Invisible | 50.679862542722 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 43 |
| Crit Chance | 19% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +27% |
| Light | +15% |
| Cold | +20% |
| Physical | +13% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 16 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 40 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 18%( 73%) |
| Blight | + 20%( 73%) |
| Arcane | + 17%( 73%) |
| Cold | + 42%( 73%) |
| All | + 12%( 73%) |
| Darkness | + 17%( 73%) |
| Light | + 23%( 73%) |
| Fire | + 29%( 73%) |
| Lightning | + 48%( 73%) |
Defense: Immunities
| Stun Resistance | 20% |
| Confusion Resistance | 20% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 113 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 993% for 10 turns (14 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| 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 529% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | 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 talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
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 | Daganik (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +2 Mag +2 Cun offense ------ Critical power +5.00% defense ------ Armor +1 Fatigue -5% Physical save +6 (+2 eff.) other ------- Encumbrance +22 Hate-on-crit +1.00 A pair of boots made of leather. |
| Light source | brass lantern 'Duvydar'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +6% lightning +6% darkness Spell save +3 (+1 eff.) Life +64.00 Silence Resist +20% Confus Resist +20% 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 | Skyhunger (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str +2 Con offense ------ Physical Power +3 (+1 eff.) Accuracy +5 (+2 eff.) Ignore Armor +1 On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Armor +3 Fatigue +5% Resistance +3% lightning other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Chalygochik the Blazejeer [power 116] (17 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% lightning +3% mind Ignore resists +5% lightning When Hit 4 lightning defense ------ Resistance +3% lightning Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Manadas0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +7 Wil offense ------ Mindpower +11 (+4 eff.) defense ------ Life Regen +1.00 Silence Resist +24% Stun Resist +20% other ------- Mana/turn +0.14 Rings make your fingers look great! |
| On fingers | Mardomas the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +6 Cun +4 Con offense ------ Physical Power +10 (+2 eff.) Spellpower +13 (+3 eff.) Mindpower +9 (+3 eff.) defense ------ Crit Resistance 15.00% Spell save +13 (+4 eff.) other ------- Max stamina +26.00 Light +3 Rings make your fingers look great! |
| Around waist | Bethetta the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% Spellpower +15 (+4 eff.) Damage +15% mind Ignore resists +10% blight other ------- Mana-on-crit +2.00 Hate-on-crit +2.00 A belt that goes around your waist. |
| In main hand | Dazzlezephyr the stralite greatsword (180% power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 181% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +4 light +8 nature On-Hit, radius 1 +8 nature On-crit, radius 2 +8 light While equipped: Stats +13 Con +12 Wil offense ------ Damage +3% light defense ------ Resistance +6% light Life +37.00 Massive two-handed swords. |
| On hands | Searkiss the dwarven-steel gauntlets (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +6% physical Accuracy +20 (+7 eff.) defense ------ Armor +8 Fatigue +3% Resistance +5% arcane +12% fire Physical save +3 (+1 eff.) Mind save +9 (+4 eff.) Life +62.00 Unarmed combat: Weapon Damage 134% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Galestrider the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +9% lightning +20% cold +7% physical defense ------ Resistance +22% lightning +3% light +9% blight +28% cold +9% all Life +57.00 Life Regen +1.80 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Dawnclash' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +2 Mag +2 Wil +2 Con offense ------ Damage +12% light Ignore resists +10% light defense ------ Defense +2 (+1 eff.) Resistance +7% acid +3% light +7% fire +6% cold +7% lightning other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ragedurig the stralite amulet0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Cun +7 Con defense ------ Armor +4 Defense +8 (+4 eff.) Max Resistance +3% all Physical save +27 (+9 eff.) Life +46.00 Life Regen +7.00 Blind Resist +26% other ------- Infravision +6 Sight +2 See Invisibility +18 Amulets make your neck look great! |
Inventory
medical injector implant of the duelist (efficiency 134% / cooldown 94%)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 134% efficiency and cooldown mod of 94%. 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 psychic (efficiency 127% / cooldown 52%)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 127% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 166; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 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. |
movement infusion of the titan (speed 579%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 579%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% 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 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 427; 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 427 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 447; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 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 358; 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 358 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 356; 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 356 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. |
regeneration infusion of the wizard (heal 370; 17 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 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. |
regeneration infusion of the wizard (heal 356; 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 356 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. |
regeneration infusion of the wizard (heal 416; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 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. |
Prismatic Rune (6 turns; physical, darkness, fire, mind, arcane)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: 2 physical, 4 darkness, 4 fire, 4 mind, 5 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 20; cd 15)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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 sneak (absorb 81; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 81 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. |
shielding rune of the warrior (absorb 241; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 241 damage for 3 turns. 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. |
shielding rune of the wizard (absorb 311; dur 3; 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 create a protective shield absorbing at most 311 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. |
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: Lightning Coil0.1 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: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 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. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Mardikan the Stokebearer0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Wil +3 Mag offense ------ Damage +3% fire Ignore resists +10% blight defense ------ Resistance +6% blight +17% light +13% darkness Blind Resist +23% Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Toramavor'0.1 Encumbrance T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Dex +1 Wil offense ------ Physical Crit +1.0% Physical Power +10 (+2 eff.) Mindpower +6 (+2 eff.) defense ------ Resistance +3% physical Mind save +6 (+3 eff.) Unlife -20.00 life Confus Resist +11% Amulets make your neck look great! |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper amulet of magic (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
mindweaver's steel amulet of vision0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Mind save +7 (+3 eff.) Blind Resist +18% Confus Resist +10% other ------- Infravision +3 Sight +2 See Invisibility +7 Amulets make your neck look great! |
savior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +10 (+4 eff.) Spell save +13 (+4 eff.) Mind save +13 (+6 eff.) other ------- Mana/turn +0.20 Max mana +20.00 Amulets make your neck look great! |
steel amulet 'Nimbusspire'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Power +10 (+2 eff.) Damage +6% lightning +21% mind Accuracy +10 (+3 eff.) defense ------ Defense +5 (+3 eff.) Amulets make your neck look great! |
steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.18 Max mana +20.00 Amulets make your neck look great! |
Flashorder0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +2 Mag defense ------ Resistance +6% light Physical save +3 (+1 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
Salivena0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag +4 Con offense ------ Damage +12% temporal Ignore resists +25% blight defense ------ Resistance +12% temporal Spell save +3 (+1 eff.) Rings make your fingers look great! |
Tidenight the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% cold Ignore resists +10% acid defense ------ Resistance +1% physical Life +21.00 Life Regen +4.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
Urtharevor0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Dex +5 Wil +4 Cun +4 Con offense ------ Mindpower +7 (+3 eff.) Damage +11% nature +9% mind defense ------ Resistance +22% nature Physical save +8 (+3 eff.) Rings make your fingers look great! |
copper ring 'Islukira'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +3% mind +3% arcane defense ------ Resistance +9% mind +5% arcane Mind save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% nature defense ------ Resistance +22% nature Rings make your fingers look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+1 eff.) Mindpower +7 (+3 eff.) Rings make your fingers look great! |
gladiator's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+1 eff.) defense ------ Life +47.00 Life Regen +5.00 Healmod +11% Rings make your fingers look great! |
marksman's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) Accuracy +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
psionicist's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Wil offense ------ Accuracy +10 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Mind save +8 (+4 eff.) 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Blind Resist +24% other ------- Infravision +4 See Stealth +9 See Invisibility +5 Rings make your fingers look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+2 eff.) Mind save +8 (+4 eff.) Rings make your fingers look great! |
steel ring 'Arcslice'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +11% physical +12% nature +11% mind Ignore resists +10% light +5% lightning defense ------ Resistance +11% physical +24% nature +11% mind other ------- Light +2 Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Rings make your fingers look great! |
wizard's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Defense +7 (+4 eff.) Spell save +6 (+2 eff.) 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Runyblek the steel dagger (113% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Disrupt/Master Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Resistance +7% acid +8% lightning +9% fire +8% cold +3% all Spell save +6 (+2 eff.) Sharp, short and deadly. |
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 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical 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 (+8 eff.) Physical save +15 (+5 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. |
dwarven-steel dagger 'Aladur' (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Rare] Psionic Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Ignore Shields +30% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +5 Cun +7 Dex offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +6% light Sharp, short and deadly. |
dwarven-steel dagger of erosion (115% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 nature Sharp, short and deadly. |
steel dagger of massacre (120% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
truestriking dwarven-steel dagger (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 120% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +7 (+2 eff.) Ignore Armor +11 Sharp, short and deadly. |
steel greatmaul 'Mucussin' (134% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +4 nature On Hit: * 20% chance to reduce all saves and defense by 27 * 25% chance for lightning to strike from the target to a second target dealing 102 damage On Critical: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con offense ------ Physical Crit +9.0% Physical Power +19 (+5 eff.) Ignore resists +15% mind +10% physical defense ------ Disarm Resist +22% Massive two-handed mauls. |
Glorytira (138% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 138% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 darkness Damage Against +7% Living On-crit, radius 2 +4 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 102 damage While equipped: Stats +1 Dex +2 Mag +2 Con Massive two-handed swords. |
steady yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +9 acid While equipped: offense ------ Physical Crit +5.0% Damage +15% acid Accuracy +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
steel longsword 'Adath' (115% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 115% 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 +5 light +5 cold Damage Against +8% Undead While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +5 (+3 eff.) Resistance +2% physical +3% nature +3% darkness Disarm Resist +26% Sharp, long, and deadly. |
truestriking dwarven-steel longsword (126% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Ignore resists +5% physical Accuracy +5 (+2 eff.) Ignore Armor +8 Sharp, long, and deadly. |
Unlightoozer (120% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Spell Crit +3% Spellpower +9 (+2 eff.) Damage +20% lightning +15% darkness +3% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 * 20% chance to reduce damage dealt by 22% defense ------ Defense +8 (+4 eff.) Resistance +3% darkness other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 135.02 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Rimemaster' (135% power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 135% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Wil offense ------ Spell Crit +5% Spellpower +26 (+6 eff.) Damage +29% acid +9% arcane Ignore resists +5% cold When Hit 4 arcane other ------- Mana/turn +0.22 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Magmarune4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +12 fire Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +2 Mag +4 Wil +3 Cun +3 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Resistance +6% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
windwalling dwarven-steel steamsaw (65% power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Psionic/Steamtech Weapon Damage 127% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +11% physical Windwall +27 Slow Projectiles +15% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's steel waraxe (105% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +13 lightning +12 cold While equipped: offense ------ Move Speed +25% Ignore resists +7% lightning +10% cold One-handed war axes. |
Barkravager1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Dex +5 Wil +4 Cun +7 Lck offense ------ Mind Crit +3% Damage +12% acid Ignore resists +20% nature defense ------ Mind save +9 (+4 eff.) Stealth +8 other ------- Disarm Traps +13 Infravision +3 A belt that goes around your waist. |
Cuthoroldil1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Dex +2 Wil offense ------ Mindpower +3 (+1 eff.) When Hit 4 physical defense ------ Crit Resistance 5.00% Physical save +5 (+2 eff.) other ------- Max stamina +10.00 A belt that goes around your waist. |
Halegobar the Cloudtreason1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +15% lightning defense ------ Resistance +9% blight +6% cold +6% darkness Life +34.00 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. |
Polewyn the Brightfurnace1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Mag defense ------ Resistance +3% light Life Regen +0.60 Healmod +12% A belt that goes around your waist. |
Unrythel1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Mindpower +4 (+2 eff.) defense ------ Physical save +6 (+2 eff.) Spell save +3 (+1 eff.) Life +20.00 Life Regen +2.00 Healmod +10% A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Himas (11 def, 5 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Armor +5 Defense +11 (+6 eff.) Resistance +1% physical +3% temporal +12% cold Physical save +9 (+3 eff.) Unlife -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bogjam' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Damage +9% nature When Hit 2 nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Defense +1 (+1 eff.) Resistance +3% nature Spell save +6 (+2 eff.) other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindswift the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Dex +3 Mag +2 Wil +3 Cun defense ------ Armor +3 Fatigue +2% other ------- Light +2 Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Foglord the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Armor +5 Fatigue +2% Resistance +3% temporal Life +80.00 Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainbolt (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str +3 Con offense ------ Damage +3% acid Accuracy +5 (+2 eff.) defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +7% temporal +6% nature Unlife -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Korand the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Str +1 Dex +1 Cun offense ------ Physical Power +7 (+2 eff.) Accuracy +25 (+8 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% cold Unlife -60.00 life other ------- Light +3 Unarmed combat: Weapon Damage 130% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Elalrada' (0 def, 10 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Con offense ------ On-Hit 6 mind 6 cold Damage +6% blight +3% cold +6% mind On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +10 Hardiness +7% Fatigue +3% Resistance +6% blight +5% physical +6% mind +6% cold other ------- Light +1 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 ice +7 mind On Hit: 10% Ice Breath level 3 On Hit: 20% Psychic Lobotomy level 3 On Hit: 5% Stone Touch level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +4% arcane defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 123% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On-crit, radius 2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Icebore the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Critical power +10.00% Physical Power +3 (+1 eff.) Ignore resists +5% cold defense ------ Armor +3 Fatigue +5% Resistance +9% cold Physical save +6 (+2 eff.) Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerildarin the Shimmeroath (10 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex offense ------ Damage +6% fire defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +1% Resistance +6% lightning Physical save +6 (+2 eff.) other ------- Max stamina +30.00 A cap made of leather. |
Xerygata the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Cun +6 Str offense ------ Physical Power +10 (+2 eff.) Accuracy +15 (+5 eff.) defense ------ Defense +2 (+1 eff.) Resistance +9% fire +8% cold A pointy cloth hat, very wizardly... |
hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +3% A cap made of leather. |
hardened leather hat 'Cyrorin' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex defense ------ Armor +3 Fatigue +3% Resistance +3% darkness +9% cold Life +60.00 Blind Resist +20% Disease Resist +20% Cut Resist +20% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 332.4 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
linen wizard hat 'Blazestun' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Mind Crit +1% Damage +11% lightning +12% fire defense ------ Defense +1 (+1 eff.) Resistance +16% lightning other ------- Max hate +4.00 A pointy cloth hat, very wizardly... |
dwarven-steel mail armour 'Getydegen' (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Disrupt/Master While equipped: offense ------ Ignore resists +10% mind defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +26% blight +7% physical +26% nature Resist Against +12% Unnatural Physical save +13 (+5 eff.) Life +60.00 Life Regen +2.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of mail. |
enlightening dwarven-steel mail armour of command (10 def, 12 armour)14.0 Encumbrance T3 heavy armor [Ego++] Psionic While equipped: Stats +7 Cun +4 Wil defense ------ Armor +12 Defense +10 (+5 eff.) Fatigue +12% Mind save +29 (+13 eff.) A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+2 eff.) Ranged Defense +8 (+4 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
rejuvenating cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Life Regen +2.10 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 79 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 269 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
shocking dwarven-steel shield of winter (0 def, 6 armour, 76 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On-Hit 10 lightning On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 3 lightning defense ------ Armor +6 Fatigue +8% Resistance +14% cold other ------- Talents +1 Block Handheld deflection devices. |
12 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. |
42 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. |
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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Unrivor' (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Defense +5 (+3 eff.) Resistance +9% mind Physical save +6 (+2 eff.) Mind save +9 (+4 eff.) other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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. |
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. |
chilling pouch of dwarven-steel shots (21/21, 142% power, 3 apr)3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +7 cold Shots are used with slings to pummel your foes to death. |
elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
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. |
Arcserpent the elm wand of shielding [power 122] (17 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% lightning Ignore resists +25% lightning When Hit 8 lightning defense ------ Resistance +15% lightning +6% mind Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Greenpulverizer the ash wand of shielding [power 188] (17 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +3% lightning +3% nature Create a shield absorbing up to 188 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 1 beneficial effects by 1. 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Shinefury the yew wand of conjuration [power 235] (13 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +5 Con offense ------ Damage +6% light defense ------ Defense +30 (+14 eff.) Resistance +6% lightning other ------- See Invisibility +9 Fire a magical bolt dealing 298 lightning damage Puts all charms on 13 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
4 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ruderni the Shalore Arcane Blade level 23
55th Dusk 122nd year of Ascendancy at 07:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ruderni the Shalore Arcane Blade level 10
2nd Summertide 122nd year of Ascendancy at 07:20 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ruderni the Shalore Arcane Blade level 20
36th Dusk 122nd year of Ascendancy at 17:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ruderni the Shalore Arcane Blade level 8
5th Mirth 122nd year of Ascendancy at 10:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ruderni the Shalore Arcane Blade level 8
7th Mirth 122nd year of Ascendancy at 01:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ruderni the Shalore Arcane Blade level 16
18th Dusk 122nd year of Ascendancy at 14:02 see stats
Log
Ruderni performs a melee critical strike against Nerewe the green ooze!
Ruderni casts Lightning.
Ruderni's spell attains critical power!
Ruderni hits Nerewe the green ooze for (57 rampage shugs off), 115 arcane, 4 light, (2 to psi shield), 3 nature, 6 lightning, (2 to psi shield), 3 nature, 8 light, 37 arcane, 79 arcane, 4 light, (2 to psi shield), 3 nature, 6 lightning, 256 lightning, (2 to psi shield), 3 nature (527 total damage).
Talent Rune: Shatter Afflictions is ready to use.
Thunderstorm hits Nerewe the green ooze for 25 lightning damage.
Nerewe the green ooze uses Quick as Thought.
Nerewe the green ooze speeds up.
Nerewe the green ooze has shrugged off 61 damage and is ready for more.
Nerewe the green ooze's Beyond the Flesh performs a melee critical strike against Ruderni!
Ruderni is crippled.
Nerewe the green ooze uses Warding Weapon.
Ruderni reflects damage back to Nerewe the green ooze!
Nerewe the green ooze's Beyond the Flesh hits Ruderni for (342 absorbed), 0 physical, (40 absorbed), 0 physical (0 total damage).
Melee retaliation hits Nerewe the green ooze for 3 lightning damage.
Ruderni hits Nerewe the green ooze for (61 rampage shugs off), 342 reflected, 40 reflected (382 total damage).
Nerewe the green ooze uses Slash.
Your shield crumbles under the damage!
The shield around Ruderni crumbles.
Ruderni has a cursed wound!
Ruderni reflects damage back to Nerewe the green ooze!
Nerewe the green ooze hits Ruderni for (319 absorbed), 0 physical, (15 absorbed), 25 physical (25 total damage).
Melee retaliation hits Nerewe the green ooze for 3 lightning damage.
Ruderni hits Nerewe the green ooze for 319 reflected, 15 reflected (335 total damage).
Nerewe the green ooze uses Telekinetic Smash.
Nerewe the green ooze performs a melee critical strike against Ruderni!
Nerewe the green ooze hits Ruderni for 194 physical, 40 physical, 452 physical (687 total damage).
Melee retaliation hits Nerewe the green ooze for 3 lightning, 3 lightning (6 total damage).
Ruderni the level 23 shalore arcane blade was punctured to death by Nerewe the green ooze on level 1 of Sandworm lair.
The furious lightning storm around Ruderni calms down and disappears.



































































































































