











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Embers of Rage 1.7.4Official Expansion!Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Whitehoof |
| Class | Archmage (Technomancer) |
| Level / Exp | 29 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Xikira the whitehoof maulotaur at level 29 on the 11st Pain 124th year of Ascendancy at 00:45 / 1 |
Primary Stats
| Strength | 25 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 86 (base 60) |
| Willpower | 51 (base 45) |
| Cunning | 30 (base 17) |
Resources
| Life | -121/640 |
| Mana | 291/501 |
| Steam | 100/100 |
| Healing Factor | 1.3770588855781 |
| Regeneration | 9.1574415890944 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 7 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 31 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +36% |
| Lightning | +15% |
| Light | +6% |
| Darkness | +12% |
| Blight | +5% |
| Arcane | +5% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Light | +15% |
| Darkness | +20% |
| Cold | +20% |
| Mind | +10% |
| Lightning | +40% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 39 |
| Mental Save | 40 |
Defense: Resistances
| Darkness | + 21%( 70%) |
| Lightning | + 28%( 70%) |
| Nature | + 22%( 70%) |
| Temporal | + 18%( 70%) |
| Blight | + 33%( 70%) |
| Arcane | + 15%( 70%) |
| Fire | + 29%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Pinning Resistance | 15% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Poison Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 377 damage for 3 turns. Its effects scale with your Willpower 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 36 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Magic stat. |
Class Talents
| Spell / Ice | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Terrene technomancy | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Blazevenom the pair of hardened leather boots (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Lck +3 Dex offense ------ Physical Crit +4.0% Ignore resists +15% light Ignore Armor +3 When Hit 6 physical defense ------ Armor +3 Physical save +9 (+5 eff.) Stealth +9 Unlife -80.00 life Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Stamina/turn +2.00 A pair of boots made of leather. |
| Light source | alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Psionic While equipped: defense ------ Mind save +7 (+3 eff.) other ------- Light +4 See Stealth +7 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Pitchblast (6 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Damage +3% darkness +6% cold Ignore resists +15% darkness Accuracy +7 (+4 eff.) When Hit 6 darkness When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +6 (+3 eff.) Fatigue +3% Resistance +12% darkness A cap made of leather. |
| Tool | Airstone the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Dex +2 Con offense ------ Ignore resists +15% lightning +15% acid defense ------ Resistance +12% lightning Physical save +9 (+5 eff.) Spell save +9 (+3 eff.) Mind save +8 (+3 eff.) Life +45.00 other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | mule's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +5 (+1 eff.) defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
| On fingers | marksman's steel ring of speed0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Dex offense ------ Move Speed +11% Accuracy +15 (+8 eff.) defense ------ Defense +6 (+3 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| Around waist | Scorchqueller the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% lightning +20% cold When Hit 6 cold defense ------ Resistance +8% lightning +8% temporal +21% fire A belt that goes around your waist. |
| In main hand | Dourjustice the dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Mag +7 Cun +6 Con offense ------ Spell Crit +12% Critical power +25.00% Spellpower +23 (+6 eff.) Damage +30% cold +9% darkness +6% mind Ignore resists +5% darkness +10% mind When Hit 4 mind defense ------ Defense +10 (+5 eff.) other ------- Negative/turn +0.20 Vim-on-crit +12.00 Max vim +72.00 Max negative +36.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.6 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 162.86 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. |
| On hands | blighted hardened leather gloves of spellstriking (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +7 (+2 eff.) On-Hit 6 arcane 9 blight Damage +5% arcane +5% blight defense ------ Armor +2 Resistance +5% arcane +7% blight other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +10 blight On Hit: 20% Soul Rot level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | mindwoven cashmere robe of life (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +8% blight +11% all Mind save +18 (+6 eff.) Life +49.00 Life Regen +2.40 Healmod +15% other ------- Talents +3 Arcane Dynamo A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Daybringer the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex +3 Mag offense ------ Damage +15% lightning +6% light defense ------ Defense +2 (+1 eff.) Resistance +13% nature +10% blight Life Regen +2.00 Healmod +14% other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 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 35 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 225 (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. |
Inventory
medical injector implant (efficiency 80% / cooldown 90%)0.1 Encumbrance T1 implant scroll [Normal] 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 80% efficiency and cooldown mod of 90%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 101% / cooldown 80%)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 101% efficiency and cooldown mod of 80%. 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 sneak (efficiency 101% / 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 101% efficiency and cooldown mod of 52%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 102% / cooldown 82%)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 102% efficiency and cooldown mod of 82%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 131% / cooldown 97%)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 131% efficiency and cooldown mod of 97%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 135% / cooldown 90%)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 135% efficiency and cooldown mod of 90%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 23 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the sneak (speed 552%; cd 18)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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 Cunning 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 460%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% 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. |
wild infusion of the duelist (res 20%; magical; dur 2; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 28%; magical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 22%; physical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
acid wave rune (damage 62; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 62.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 4; phase 14; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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. |
blink rune of the titan (range 5; phase 25; cd 16)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Constitution 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 (absorb 44; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 28; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 28 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 119; 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 119 damage for 3 turns. 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. |
shielding rune of the duelist (absorb 230; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 3 turns. 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. |
shielding rune of the psychic (absorb 257; dur 4; 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 257 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 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: Alchemist's Helper0.1 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: Explosive 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. |
3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw 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. |
4 schematic: Steamgun0.1 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: Thunder Grenade0.1 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: Viral Needlegun0.1 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. |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+12 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
clarifying gold amulet of dexterity (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex defense ------ Resistance +15% mind Confus Resist +25% Amulets make your neck look great! |
clarifying steel amulet of cunning (+4)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +16% mind Confus Resist +23% Amulets make your neck look great! |
copper amulet of mastery (0.10 Spell / Air)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.10 Spell/Air Amulets make your neck look great! |
Corpserebel0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ When Hit 10 acid On-Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce armor by 43% defense ------ Resistance +9% acid Mind save +7 (+3 eff.) Confus Resist +27% Rings make your fingers look great! |
Porerin0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex offense ------ Critical power +10.00% Damage +23% blight Ignore resists +25% physical defense ------ Resistance +14% blight other ------- See Invisibility +24 Rings make your fingers look great! |
Lustreraze the steel dagger (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 120 damage While equipped: offense ------ Damage +18% blight +6% temporal Ignore resists +10% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% temporal Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 171.57 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spectral Blade (26-41 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+2 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Deladan the Pyrequake4.0 Encumbrance T2 longbow 2H weapon [Rare] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +11 Con +9 Wil offense ------ Damage +3% fire defense ------ Resistance +18% acid +6% blight Life +99.00 Teleport Resist +20% Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of enduring4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +2 Dex +9 Wil +9 Con defense ------ Life +27.00 Longbows are used to shoot arrows at your foes. |
Eye of Winter (8-8 power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Gorayahor (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Cun +2 Dex offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Resistance +5% arcane Life +17.00 Life Regen +0.50 Silence Resist +20% other ------- Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Overseer (17-18 power, 27 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+3 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+8 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 60 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
blooming thorny mindstar of storms (8-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Str +3 Dex +2 Mag +3 Wil +3 Cun +3 Con offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 8 lightning Damage +7% lightning Ignore resists +4% lightning defense ------ Resistance +5% lightning Healmod +15% Heal-on-summon +16 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash starstaff of channeling (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +16 (+4 eff.) Damage +15% darkness other ------- Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Neruvea4.0 Encumbrance T2 steamgun 1H weapon [Rare] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Dex +6 Wil +4 Cun +2 Con offense ------ Steampower +8 (+4 eff.) defense ------ Resistance +12% mind +6% acid other ------- Infravision +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
hardened leather belt of the vagrant1.0 Encumbrance T3 belt armor [Ego+] Nature While equipped: Stats +3 Con offense ------ Mindpower +6 (+2 eff.) defense ------ Mind save +6 (+2 eff.) A belt that goes around your waist. |
noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
Lisobeth the cashmere cloak (15 def, 5 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +15.00% Mindpower +15 (+5 eff.) defense ------ Armor +5 Defense +15 (+7 eff.) Physical save +28 (+14 eff.) Spell save +13 (+4 eff.) Mind save +16 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere robe 'Pyreweeper' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% fire Ignore resists +25% fire defense ------ Resistance +27% acid +28% fire +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of protection (2 def, 2 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Master While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +9% all Physical save +17 (+9 eff.) Spell save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +5 Wil offense ------ Damage +8% lightning +6% physical +8% cold defense ------ Resistance +6% lightning +5% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +6% nature defense ------ Resistance +7% blight +9% all Life +44.00 Life Regen +2.60 Healmod +16% Poison Resist +23% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mind (+13%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Psionic While equipped: offense ------ Damage +13% mind defense ------ Resistance +13% mind +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Assassin's Surprise (0 def, 4 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 9 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 28 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
brawler's dwarven-steel gauntlets of strength (+7) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego+] Master While equipped: Stats +7 Str +2 Dex +2 Cun offense ------ Physical Power +10 (+5 eff.) defense ------ Armor +2 Fatigue +3% Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 23.5 - 32.9 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Normal] While equipped: defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Cun, 40% Dex, 40% Str 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 of strength (+4) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Master While equipped: Stats +4 Str offense ------ Physical Power +11 (+5 eff.) defense ------ Armor +2 Fatigue +3% Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun 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. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 7 cold Damage +5% cold Accuracy +12 (+6 eff.) defense ------ Armor +2 Resistance +6% cold Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shock's kiss (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature While equipped: offense ------ Damage +6% lightning Ignore resists +20% lightning defense ------ Armor +3 Fatigue +3% Resistance +5% arcane +11% cold +14% light +12% darkness other ------- Stamina when Hit +1.80 EQ when Hit +1.60 Breathe water A hat made of leather. Very stylish. |
hardened leather hat 'Lavabright' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Dex +9 Con offense ------ When Hit 10 fire defense ------ Armor +3 Fatigue +3% Resistance +6% cold A hat made of leather. Very stylish. |
werebeast's hardened leather hat of dexterity (+1) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +1 Str +8 Dex +2 Cun +3 Con defense ------ Armor +3 Fatigue +3% A hat made of leather. Very stylish. |
enlightening cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +16% acid Mind save +13 (+5 eff.) A suit of armour made of leather. |
marauder's reinforced leather armour of Eyal (17 def, 7 armour)9.0 Encumbrance T4 light armor [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex defense ------ Armor +7 Defense +17 (+8 eff.) Fatigue +8% Physical save +13 (+7 eff.) Life +48.00 Life Regen +6.00 Healmod +13% A suit of armour made of leather. |
steel plate armour 'Blizzardjam' (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Rare] Master While equipped: Stats +7 Str offense ------ Spellpower +25 (+6 eff.) Damage +6% arcane defense ------ Armor +9 Fatigue +22% Resistance +24% cold Spell save +12 (+4 eff.) other ------- See Invisibility +15 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
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. |
28 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 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. |
26 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 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. |
15 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. |
Tower Detonator0.0 Encumbrance bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
Grinoromirin the dwarven-steel pickaxe (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +7 Str +3 Con defense ------ Resistance +9% blight +6% mind Mind save +3 (+1 eff.) Life +20.00 Pinning Resist +20% other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
26 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. |
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. |
Forestvice the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Damage +6% nature +3% darkness defense ------ Resistance +8% blight +12% nature Life Regen +1.00 other ------- Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
Hatheneg the Woepiercer1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +6% cold Ignore resists +20% darkness +10% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +12% light other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invisibility +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+5 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Yeti's Muscle Tissue (Patriarch)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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. |
32 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Unregohell (16/16, 21-25 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Psionic Weapon Damage 21.0 - 25.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Auto Reload 6 Ignore Shields +30% On-ranged-hit +20 blight +13 mind On-crit, radius 2 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 33 * 18% chance to reduce all saves and defense by 26 Shots are used with slings to pummel your foes to death. |
Hailoblivion the steel torque of mindblast [power 180] (15 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Physical Power +20 (+10 eff.) Ignore resists +25% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 26 defense ------ Resistance +9% mind +6% cold Unlife -80.00 life Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 50. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force 'Poxsear' [power 260] (15 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +10 Str +2 Mag offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +6% fire other ------- Infravision +2 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 260 physical damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of clear mind [power 1] (35 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 35 turn cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 150] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 159 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Chargerock [power 225] (25 cooldown)2.0 Encumbrance T3 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% acid Ignore resists +10% acid When Hit 2 acid 2 lightning defense ------ Resistance +3% acid Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 551 Base Damage: 250 Armor: 5 All Resist: 8 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 19% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
14 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. |
Lisawe [power 170] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Mindpower +25 (+8 eff.) defense ------ Crit Resistance 5.00% Disease Resist +10% Silence Resist +10% Knockbk Resist +20% other ------- Max psi +10.00 Fire a magical bolt dealing 231 cold damage Puts all charms on 15 turn cooldown 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. |
innervating elven-wood wand of lightning storm [power 302] (15 cooldown)2.0 Encumbrance T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 69 lightning damage and will be dazed for 1 turn (347 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 47% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick ash wand of shielding [power 146] (13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 146 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
22 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 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. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Emuletha the Whitehoof Archmage level 29
3rd Pain 124th year of Ascendancy at 20:26 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Emuletha the Whitehoof Archmage level 12
44th Retaking 124th year of Ascendancy at 09:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Emuletha the Whitehoof Archmage level 10
18th Retaking 124th year of Ascendancy at 06:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Emuletha the Whitehoof Archmage level 20
24th Revenge 124th year of Ascendancy at 12:16 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Emuletha the Whitehoof Archmage level 15
2nd Revenge 124th year of Ascendancy at 16:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Emuletha the Whitehoof Archmage level 16
3rd Revenge 124th year of Ascendancy at 02:11 see stats
Log
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Emuletha stops surging mana.
Emuletha's glacial vapour area effect hits Mirror Image (Emuletha) for 0 cold damage.
Emuletha's glacial vapour area effect hits Mirror Image (Emuletha) for 0 cold damage.
Emuletha's glacial vapour area effect hits Mirror Image (Emuletha) for 0 cold damage.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Emuletha's glacial vapour area effect hits Mirror Image (Emuletha) for 0 cold damage.
Emuletha's glacial vapour area effect hits Mirror Image (Emuletha) for 0 cold damage.
Emuletha's glacial vapour area effect hits Mirror Image (Emuletha) for 0 cold damage.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Talent Rune: Manasurge is ready to use.
Talent Mirror Image is ready to use.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Rested for 15 turns (stop reason: all resources and life at maximum).
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
Rotting Disease from Ghoul hits Mirror Image (Emuletha) for 0 blight damage.
You pickup 2.10 gold pieces.
Mirror Image (Emuletha) is free from the rotting disease.
[QoL05] Xikira the whitehoof maulotaur appears! Their class(es) are: Brawler
Xikira the whitehoof maulotaur lashes out with a spinning backhand.
Xikira the whitehoof maulotaur performs a melee critical strike against Emuletha!
Ran for 2 turns (stop reason: taken damage).
Phantasmal Shield hits Xikira the whitehoof maulotaur for (23 flat reduction), 110 light (110 total damage).
Melee retaliation hits Xikira the whitehoof maulotaur for (9 flat reduction), 0 physical, (8 flat reduction), 0 darkness, (9 flat reduction), 0 cold, (6 flat reduction), 0 mind (0 total damage).
Xikira the whitehoof maulotaur hits Emuletha for (5 flat reduction), 761 physical (762 total damage).
Emuletha the level 29 whitehoof archmage was mutilated to death by Xikira the whitehoof maulotaur on level 2 of Krimbul Territory.












































































































































