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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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.
Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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. 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: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Solipsist |
| Level / Exp | 33 / 64% |
| Size | medium |
| Lifes / Deaths | Killed by thought-forged bowman at level 32 on the 36th Steel 123rd year of Ascendancy at 03:57 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 30 (base 18) |
| Constitution | 21 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 104.18592230826 (base 60) |
| Cunning | 89.283398001479 (base 60) |
Resources
| Life | 388/388 |
| Equilibrium | 18 |
| Psi | 470/470 |
| Healing Factor | 1.094804467222 |
| Regeneration | 2.4633100512495 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +145.07212032837% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 52 |
| Crit Chance | 33% |
| APR | 46 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 52 |
| Crit Chance | 34% |
| APR | 48 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Acid | +13% |
| Light | +9% |
| Cold | +17% |
| Mind | +33% |
| Physical | +43% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Mind | +35% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 24.748698766191 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 77.955 |
| Spell Save | 78.34 |
| Mental Save | 79 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 43%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 41%( 70%) |
| All | + 13%( 70%) |
| Physical | + 34%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 15%( 70%) |
| Mind | + 21%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 36% |
| Teleport Resistance | 20% |
| Confusion Resistance | 44% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Poison Resistance | 34% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 501 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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 cure yourself of one random physical 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 Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 253 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Psionic / Dream Forge | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Forge Shield |
| talent | Night Terror |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
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 failed to protect the lone alchemist from death by Urbehud. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by 3-headed hydra. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Belandur the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) defense ------ Armor +1 Resistance +3% blight +3% temporal Unlife -60.00 life Life +20.00 Poison Resist +20% A pair of boots made of leather. |
| Light source | Salothra the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% mind defense ------ Armor +8 Resistance +5% arcane Life Regen +2.00 Blind Resist +24% Confus Resist +11% Pinning Resist +20% Teleport Resist +20% other ------- Light +7 See Stealth +7 See Invisibility +6 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 8 turns. The radius will increase with your Cunning. 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 | Polarin (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +7 Wil +1 Cun offense ------ Mind Crit +3% When Hit 2 mind defense ------ Armor +3 Fatigue +3% Resistance +10% acid +15% darkness +10% blight +8% fire +7% lightning +8% cold Mind save +5 (+1 eff.) other ------- EQ when Hit +0.04 Max psi +40.00 Infravision +4 A cap made of leather. |
| On hands | Gyregodoran the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Con offense ------ Mind Crit +2% Mindpower +20 (+4 eff.) Damage +12% mind Ignore resists +10% mind defense ------ Armor +2 Resistance +6% blight Physical save +12 (+0 eff.) Spell save +6 (+0 eff.) Mind save +5 (+1 eff.) Unlife -80.00 life Disarm Resist +36% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Tempestwinter the dwarven-steel torque of psionic shield [power 69] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +30 (+6 eff.) Damage +9% light Ignore resists +25% mind defense ------ Resistance +9% lightning other ------- Hate-on-crit +5.00 Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | mule's steel ring of the mountain (+11%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% physical defense ------ Fatigue -5% Resistance +11% physical other ------- Encumbrance +20 Rings make your fingers look great! |
| On fingers | Tempestbrace the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Mindpower +30 (+6 eff.) Damage +3% mind Ignore resists +5% lightning defense ------ Resistance +7% nature +7% blight Mind save +6 (+1 eff.) Poison Resist +14% Disease Resist +14% Confus Resist +23% Rings make your fingers look great! |
| Around neck | Layyrawyn the Frigidmire0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +6 Dex offense ------ Damage +6% cold +9% physical Ignore resists +20% physical Ignore Armor +3 other ------- Masteries +0.19 Psionic/Discharge Amulets make your neck look great! |
| In main hand | Durudralen the Skysmasher (8-9 power, 36 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature Weapon Damage 8.5 - 9.4 Mind Uses 81% Wil, 49% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +36 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +16 Cun +3 Wil offense ------ Mind Crit +3% Mindpower +18 (+4 eff.) Damage +12% lightning other ------- See Invisibility +6 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. |
| Around waist | balancing rough leather belt of valiance1.0 Encumbrance T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +2 Wil +4 Cun offense ------ Physical Crit +6.0% Mind Crit +6% defense ------ Mind save +5 (+1 eff.) Life +51.00 A belt that goes around your waist. |
| In off hand | Psionic Fury (12-13 power, 38 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 81% Wil, 49% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +38 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +8% Mindpower +16 (+4 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 315.92 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
| Cloak | cashmere cloak 'Fireworth' (24 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Wil offense ------ Damage +6% physical +9% fire defense ------ Defense +24 (+10 eff.) Physical save +7 (+0 eff.) other ------- Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dispeller's silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +13% acid +12% physical +11% fire +11% cold defense ------ Resistance +8% lightning +6% darkness +20% fire +13% all +11% acid +14% physical +9% blight +25% cold +9% light Physical save +10 (+0 eff.) Spell save +26 (+0 eff.) Mind save +15 (+3 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (speed 579%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 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 Dexterity 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 sneak (speed 914%; 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 increase movement speed by 914% 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. |
wild infusion of the sneak (res 35%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the wizard (res 19%; magical, mental; dur 2; 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 cure yourself of one random magical and mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 70; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
Thunderraptor the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% mind +6% blight Ignore resists +20% mind When Hit 8 lightning defense ------ Physical save +15 (+0 eff.) Spell save +12 (+0 eff.) Mind save +32 (+6 eff.) other ------- EQ when Hit +0.08 Max hate +4.00 Amulets make your neck look great! |
cleansing steel amulet of mastery (0.15 Psionic / Dream Forge)0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +12% nature +13% blight Poison Resist +22% Disease Resist +20% other ------- Masteries +0.15 Psionic/Dream Forge Amulets make your neck look great! |
grounding steel amulet of willpower (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
Bokhad the Boltdash0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Con offense ------ Physical Crit +1.0% Critical power +10.00% Ignore resists +10% lightning When Hit 8 lightning defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +21 Rings make your fingers look great! |
savior's steel ring of lightning (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Physical save +7 (+0 eff.) Spell save +9 (+0 eff.) Mind save +6 (+1 eff.) Rings make your fingers look great! |
yew starstaff 'Sewerimmortal' (20-24 power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Nature/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +11.00% Spellpower +9 (+8 eff.) Damage +3% nature +20% physical Ignore resists +15% nature defense ------ Defense +16 (+7 eff.) Resistance +9% light +9% acid other ------- Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.5 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 61.53 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. |
lifebinding elven-wood vilestaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +4% Spellpower +19 (+13 eff.) Damage +25% darkness defense ------ Life Regen +0.60 Healmod +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+3 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+2 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
Erelirab (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 9.5 - 10.5 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 +1 Dex +2 Wil +4 Cun offense ------ Mind Crit +7% Critical power +20.00% Mindpower +6 (+2 eff.) Ignore resists +25% mind other ------- Infravision +2 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. |
Harygrim (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +12% physical defense ------ Resistance +6% lightning +12% physical +9% cold +7% all Healmod +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skyserpent the linen robe (3 def, 2 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: offense ------ Damage +3% lightning +3% mind Ignore resists +15% mind +5% acid defense ------ Armor +2 Defense +3 (+1 eff.) Resistance +6% acid +7% all Physical save +16 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Brodyndil' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+1 eff.) Damage +10% physical defense ------ Resistance +10% physical +12% light +3% temporal +5% arcane +7% all other ------- Hate-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+6 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 90.94 to 113.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
nimble hardened leather armour of cold resistance (14 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats +5 Dex offense ------ Move Speed +20% defense ------ Armor +6 Defense +14 (+6 eff.) Fatigue +8% Resistance +18% cold A suit of armour made of leather. |
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. |
cleansing rough leather belt1.0 Encumbrance T1 belt armor [Ego] Disrupt While equipped: defense ------ Resistance +5% acid +6% blight A belt that goes around your waist. |
rough leather belt 'Relgahad'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Critical power +10.00% Ignore Armor +4 defense ------ Armor +6 Resistance +6% lightning +6% temporal Unlife -60.00 life A belt that goes around your waist. |
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. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Hellsun (21 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun offense ------ Accuracy +10 (+5 eff.) Ignore Armor +4 defense ------ Defense +21 (+9 eff.) Resistance +6% fire Physical save +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Defense +6 (+3 eff.) Physical save +6 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Manykath (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Move Speed +25% Ignore resists +10% blight defense ------ Armor +1 other ------- Max stamina +30.00 A pair of boots made of leather. |
miner's pair of dwarven-steel boots of speed (0 def, 7 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of evasion (9 def, 4 armour)3.0 Encumbrance T3 feet armor Reqs - Heavy armour training [Ego++] Arcane/Master While equipped: defense ------ Armor +4 Defense +9 (+4 eff.) Fatigue +3% Silence Resist +25% Confus Resist +28% Stun Resist +30% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
corrosive rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Nature While equipped: offense ------ On-Hit 6 acid Damage +3% acid defense ------ Armor +1 Resistance +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zeruvor the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Physical Power +10 (+3 eff.) Damage +3% acid +11% cold Ignore resists +10% physical defense ------ Defense +1 (+0 eff.) Resistance +16% cold other ------- Max stamina +20.00 A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Physical save +5 (+0 eff.) A pointy cloth hat, very wizardly... |
Dimwrither the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Nature While equipped: offense ------ Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 37% * 20% chance to reduce all saves and defense by 46 defense ------ Armor +3 Fatigue +5% Resistance +5% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Geldaseta (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con offense ------ Physical Power +5 (+1 eff.) Mindpower +10 (+2 eff.) Damage +3% physical defense ------ Armor +3 Fatigue +5% Mind save +15 (+3 eff.) other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silutta (0 def, 5 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +12% physical defense ------ Armor +5 Fatigue +5% Resistance +9% acid +3% temporal Unlife -20.00 life other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 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. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
9 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. |
8 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. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 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. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
108 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
brass lantern 'Brightvice'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun +1 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +15% mind Accuracy +5 (+3 eff.) defense ------ Mind save +6 (+1 eff.) other ------- Light +7 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. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 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. |
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. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
supercharged iron torque of psionic shield [power 33] (30 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 33 for 5 turns Puts all charms on 30 turn cooldown Torques are made by powerful psionics to store psionic powers. |
powerful elm wand of shielding [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Urbehud the Dwarf Solipsist level 21
11st Loss 122nd year of Ascendancy at 18:47 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Urbehud the Dwarf Solipsist level 31
30th Steel 123rd year of Ascendancy at 19:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Urbehud the Dwarf Solipsist level 23
24th Loss 122nd year of Ascendancy at 04:24 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Urbehud the Dwarf Solipsist level 32
32nd Steel 123rd year of Ascendancy at 07:24 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Urbehud the Dwarf Solipsist level 30
18th Steel 123rd year of Ascendancy at 02:27 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Urbehud the Dwarf Solipsist level 33
39th Steel 123rd year of Ascendancy at 01:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Urbehud the Dwarf Solipsist level 10
30th Voratun 122nd year of Ascendancy at 04:01 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Urbehud the Dwarf Solipsist level 20
3rd Loss 122nd year of Ascendancy at 09:56 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Urbehud the Dwarf Solipsist level 30
15th Iron 123rd year of Ascendancy at 06:03 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Urbehud the Dwarf Solipsist level 29
9th Iron 123rd year of Ascendancy at 12:05 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Urbehud the Dwarf Solipsist level 28
13rd Shortage 122nd year of Ascendancy at 20:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Urbehud the Dwarf Solipsist level 21
19th Loss 122nd year of Ascendancy at 15:55 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Urbehud the Dwarf Solipsist level 6
19th Voratun 122nd year of Ascendancy at 16:22 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Urbehud the Dwarf Solipsist level 25
29th Loss 122nd year of Ascendancy at 09:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Urbehud the Dwarf Solipsist level 10
30th Voratun 122nd year of Ascendancy at 23:53 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Urbehud the Dwarf Solipsist level 30
15th Iron 123rd year of Ascendancy at 22:57 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Urbehud the Dwarf Solipsist level 10
1st Acquisition 122nd year of Ascendancy at 13:59 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Urbehud the Dwarf Solipsist level 28
12nd Shortage 122nd year of Ascendancy at 23:40 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Urbehud the Dwarf Solipsist level 30
15th Iron 123rd year of Ascendancy at 07:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Urbehud the Dwarf Solipsist level 25
29th Loss 122nd year of Ascendancy at 09:07 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Urbehud the Dwarf Solipsist level 17
15th Wealth 122nd year of Ascendancy at 17:06 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Urbehud the Dwarf Solipsist level 32
36th Steel 123rd year of Ascendancy at 03:57 see stats
Log
Urbehud receives 0 healing (1 psi heal).
Talent Resonance Field is ready to use.
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
New Achievement: Home sweet home (Insane (Roguelike) difficulty)!
Splash screen unlocked: Yiilkgur, the Sher'Tul Fortress
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
Urbehud receives 0 healing (1 psi heal).
There is a teleportation circle to the surface here (press '' or right click to use).
There is a teleportation circle to the surface here (press '' or right click to use).
























































































































