










Character
| 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! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Audiomancy 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: 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:
Forbidden Cults 1.7.4Official Expansion!Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release 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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Discordant |
| Level / Exp | 23 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Elysewyn the ghast at level 23 on the 72nd Dusk 122nd year of Ascendancy at 05:47 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 93 (base 53) |
| Cunning | 85 (base 45) |
Resources
| Life | -463/287 |
| Equilibrium | 59 |
| Psi | 0/556 |
| Healing Factor | 1.4728034553599 |
| Regeneration | 35.953721370908 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 51 |
| Crit Chance | 29% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 51 |
| Crit Chance | 25% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +4% |
| Lightning | +18% |
| Nature | +10% |
| Cold | +31% |
| Blight | +5% |
| Physical | +4% |
| Fire | +11% |
| All | +0% |
Offense: Damage Penetration
| Physical | +10% |
| Mind | +10% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 7 |
| Physical Save | 40.19 |
| Spell Save | 41.72 |
| Mental Save | 56 |
Defense: Resistances
| Acid | 22%( 70%) |
| Lightning | 23%( 70%) |
| Nature | 45%( 70%) |
| Cold | 51%( 70%) |
| Blight | 27%( 70%) |
| Physical | 25%( 70%) |
| Fire | 20%( 70%) |
| All | 9%( 70%) |
Defense: Immunities
| Poison Resistance | 50% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 489 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 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 36% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Psionic / Discord | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Cursed / Schism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / False Form | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Psionic / Notion Rain | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Escort: lost warrior (level 2 of Ruins of Kor'Pul) | 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 |
Hunt for the legendary Plumpkin! | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj&WHITESLATE039;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.&WHITELIGHT_GREEN039;ve found the needed storm wyrm claw. The Brotherhood of Alchemists* &039;ve gotten it, cross some moving water on your way back.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITELIGHT_GREEN039;ve found the needed red crystal shard. * You& | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | brass lantern &039;2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Mind Crit +1% defense ------ Armor +4 Resistance +3% cold +1% physical Life +40.00 Life Regen +4.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Beaneg (6 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +15.00% Damage +11% lightning defense ------ Defense +6 (+3 eff.) Resistance +16% lightning +2% physical Unlife -80.00 life A pointy cloth hat, very wizardly... |
| On hands | Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 88% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 16/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 101.78 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | sneakthief&0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life +42.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
| On fingers | solipsist&0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | Zinarirath0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Dex +7 Wil +9 Cun +7 Con offense ------ Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +3% physical Physical save +6 (+1 eff.) Amulets make your neck look great! |
| In main hand | Serpent&3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 91% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 7/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 138.66 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Around 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. |
| In off hand | Heatmortal (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +8 fire While equipped: Stats +1 Wil +3 Con offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 7 cold Damage +7% lightning +13% cold +6% fire Ignore resists +5% cold defense ------ Armor +6 Resistance +3% fire +4% cold Life +11.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection 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. |
| Cloak | Gothel the Freezebloom (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +3% cold defense ------ Defense +1 (+1 eff.) Mind save +9 (+3 eff.) Life +31.00 other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | 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 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 62.44 to 78.05 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 5/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
healing infusion of the duelist (heal 94; 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 instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the psychic (heal 262; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 262 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the psychic (heal 277; 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 instantly heal yourself for 277 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the sneak (heal 242; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the wizard (heal 63; 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 instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 239; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 579; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 579 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 429; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 429 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 419; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. 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 (res 18%; magical; dur 3; cd 15)0.1 Encumbrance infusion scroll [Normal] 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 warrior (res 20%; mental; dur 3; 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 mental effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the warrior (absorb 69; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 58; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] 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 58 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Haryrath the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Dex +8 Wil offense ------ Mindpower +8 (+2 eff.) defense ------ Resistance +5% arcane Mind save +8 (+2 eff.) Life +60.00 Blind Resist +20% Confus Resist +13% Amulets make your neck look great! |
Phlegmquill0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +27% blight When Hit 2 blight On-Hit (Melee): * 20% chance to slow global speed by 71% * 10% chance to reduce strength, dexterity, and constitution by 6 defense ------ Resistance +18% fire +16% cold Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +11.00% Accuracy +5 (+2 eff.) Ignore Armor +10 Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% lightning Stun Resist +20% Amulets make your neck look great! |
warrior&0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +7% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Boltspawner the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +10% fire defense ------ Resistance +3% lightning +3% darkness +20% fire +3% cold +6% light Mind save +14 (+4 eff.) Confus Resist +28% Rings make your fingers look great! |
Corruptionwalker the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Dex +1 Wil +6 Cun offense ------ Physical Power +16 (+6 eff.) Spellpower +18 (+14 eff.) Mindpower +15 (+3 eff.) Spellpower/crit +8 Accuracy +8 (+4 eff.) On-Hit (Melee): * 10% chance to slow global speed by 71% other ------- Vim-on-crit +2.00 Rings make your fingers look great! |
Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 25.35 cold and 20.32 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Toridil the Bleakbreeze (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 nature On-Hit, radius 1 +8 light While equipped: Stats +2 Cun +4 Con defense ------ Resistance +12% darkness Crit Resistance 15.00% other ------- See Invisibility +3 Sharp, short and deadly. |
balanced iron dagger of enduring (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 98% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +6 Con +6 Wil offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+3 eff.) Life +18.00 Disarm Resist +23% Sharp, short and deadly. |
chilling dwarven-steel dagger of crippling (112% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 112% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +16 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Sharp, short and deadly. |
steel dagger &039; (105% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Ignore resists +7% all Accuracy +13 (+6 eff.) Ignore Armor +6 On-Hit (Melee): * 20% chance to slow global speed by 71% defense ------ Defense +7 (+4 eff.) Resistance +3% mind +9% blight Disarm Resist +26% Sharp, short and deadly. |
Shockstrider (146% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Nature/Master Weapon Damage 146% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +4 lightning While equipped: Stats +9 Str +6 Dex +7 Mag +13 Wil +6 Cun +7 Con offense ------ Accuracy +20 (+10 eff.) defense ------ Defense +20 (+10 eff.) Resistance +6% lightning +6% nature +3% darkness Disarm Resist +78% Massive two-handed swords. |
mighty ash longbow of true flight4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: Stats +3 Str offense ------ Physical Crit +8.0% Physical Power +11 (+5 eff.) Accuracy +11 (+5 eff.) Longbows are used to shoot arrows at your foes. |
steel mace of enduring (107% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Nature Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +9 Con +7 Wil defense ------ Life +10.00 Blunt and deadly. |
Arerima the vined mindstar (83% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 83% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +20 acid While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +15% acid defense ------ Resistance +8% lightning +9% light +9% blight +9% fire +10% cold Spell save +6 (+1 eff.) other ------- Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature&3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +2% nature defense ------ Resistance +3% blight Disease Resist +12% 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. |
pulsing mindstar of resolve (108% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) defense ------ Spell save +4 (+1 eff.) 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. |
Cracklelash the cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +12 lightning +12 cold While equipped: Stats +4 Cun offense ------ Ignore resists +25% lightning +7% physical +25% cold When Hit 6 darkness defense ------ Resistance +6% lightning Slings are used to hurl stones or metal shots at your foes. |
Penitence (111% power, 4 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+12 eff.) defense ------ Resistance +30% blight +30% lightning Affinity +20% lightning Spell save +15 (+3 eff.) other ------- Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Polena the ash starstaff (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Nature/Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +16% Critical power +21.00% Spellpower +6 (+6 eff.) Damage +15% physical Accuracy +5 (+2 eff.) defense ------ Defense +25 (+13 eff.) other ------- Max stamina +10.00 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 35.98 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. |
Staff of Bones (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Weapon Damage 120% Range: 1.0x-1.2x Uses 150% Mag Damage Darkness Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+15 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
ash magestaff of wizardry (111% power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil offense ------ Spell Crit +2% Spellpower +11 (+10 eff.) Damage +15% fire other ------- Max mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff &039; (111% power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Master Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +11% Critical power +14.00% Physical Power +30 (+11 eff.) Spellpower +6 (+6 eff.) Damage +15% blight +12% fire +9% light Ignore resists +15% fire other ------- Stamina/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal ash magestaff of fate (111% power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical 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 +6% Critical power +18.00% Spellpower +11 (+10 eff.) On-Hit 16 fire Damage +15% cold defense ------ Physical save +6 (+1 eff.) Spell save +8 (+2 eff.) Mind save +7 (+2 eff.) other ------- See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling voratun waraxe of evisceration (150% power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 150% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +13 cold On Critical: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +8 (+4 eff.) One-handed war axes. |
dwarven-steel waraxe of enduring (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Weapon Damage 118% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Con +7 Wil defense ------ Life +41.00 One-handed war axes. |
flaming steel waraxe of daylight (107% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +5 light Damage Against +9% Undead On-Hit, radius 1 +9 fire One-handed war axes. |
steel waraxe &039; (109% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 109% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Con +3 Mag offense ------ Damage +12% lightning Ignore resists +10% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) other ------- Infravision +3 One-handed war axes. |
warbringer&3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% all +7% physical Accuracy +10 (+5 eff.) Ignore Armor +7 defense ------ Disarm Resist +11% One-handed war axes. |
Blastquake the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil offense ------ Critical power +10.00% Against +16% Summoned defense ------ Defense +10 (+5 eff.) Resistance +3% lightning Resist Against +16% Summoned Unlife -20.00 life A belt that goes around your waist. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt &039;1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil +2 Con offense ------ Mindpower +5 (+1 eff.) Damage +3% cold defense ------ Resistance +6% fire +6% cold Mind save +12 (+4 eff.) other ------- Max psi +20.00 A belt that goes around your waist. |
Getolathadan (0 def, 6 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +10% nature defense ------ Armor +6 Resistance +3% light +15% nature +7% all Physical save +3 (+0 eff.) Unlife -60.00 life Life Regen +2.00 Pinning Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Voroldamira the woollen robe (25 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +12% lightning defense ------ Defense +25 (+13 eff.) Resistance +18% lightning +6% temporal +3% blight +6% nature +9% all Cut Resist +10% Stun Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer&2.0 Encumbrance T2 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +10% mind +9% all Physical save +12 (+3 eff.) Spell save +12 (+3 eff.) Mind save +23 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature/Disrupt While equipped: offense ------ When Hit: * 3% chance to slow global speed by 71% * 4 arcane resource burn defense ------ Resistance +8% blight +9% all Life +50.00 Life Regen +2.10 Healmod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed cashmere robe of power (3 def, 4 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +5 Mag offense ------ Spellpower +12 (+11 eff.) Damage +12% light +7% all defense ------ Armor +4 Defense +3 (+2 eff.) Resistance +8% darkness +7% light +11% all Life +33.00 other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Islawyn the Dimprophet (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Wil +2 Cun +1 Con offense ------ Damage +3% darkness Ignore resists +10% fire When Hit 6 darkness defense ------ Armor +1 Fatigue -5% Physical save +6 (+1 eff.) other ------- Encumbrance +22 A pair of boots made of leather. |
dreamer&2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +1 Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +5 (+1 eff.) A pair of boots made of leather. |
traveler&2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +7 (+1 eff.) other ------- Encumbrance +20 Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Cyrinne the Furnacenigh (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Damage +3% temporal When Hit 6 acid On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +6 Resistance +3% acid +12% fire Mind save +9 (+3 eff.) Life +52.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Battle Shout level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lustrethorn the hardened leather gloves (0 def, 18 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 fire Damage +15% light +6% fire defense ------ Armor +18 Resistance +7% fire Knockbk Resist +20% Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +10 fire On Hit: 10% Fire Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 91% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
Storm Bringer&1.5 Encumbrance T3 hands armor Reqs - Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+11 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Unarmed combat: Weapon Damage 125% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +4.0% Attack Speed 83% On-hit +20 lightning On Hit: 20% Chain Lightning level 2 On Hit: 15% Nova level 1 On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 8 acid Damage +6% acid defense ------ Armor +2 Fatigue +3% Resistance +7% acid Unarmed combat: Weapon Damage 130% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +9 (+4 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 123% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) On-Hit 6 cold Damage +6% cold defense ------ Armor +2 Fatigue +3% Resistance +5% cold Unarmed combat: Weapon Damage 132% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +9 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
psychic&1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Psionic While equipped: offense ------ On-Hit 6 mind Damage +5% mind defense ------ Armor +2 Fatigue +3% Resistance +6% mind Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 mind On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Healgore the rough leather cap (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Ignore resists +15% nature defense ------ Armor +3 Fatigue +1% Resistance +5% arcane +3% light Physical save +10 (+2 eff.) Life +20.00 Disarm Resist +20% A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Hidor the rough leather cap (15 def, 7 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +2 Wil offense ------ Physical Crit +1.0% defense ------ Armor +7 Defense +15 (+8 eff.) Fatigue +1% Resistance +6% nature +6% blight Crit Resistance 15.00% other ------- See Invisibility +3 A cap made of leather. |
grounding rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A cap made of leather. |
rough leather cap &039; (0 def, 9 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% temporal defense ------ Armor +9 Fatigue +1% Resistance +3% acid +11% light +10% darkness Spell save +6 (+1 eff.) Life Regen +2.00 A cap made of leather. |
impenetrable dwarven-steel mail armour (3 def, 18 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego] Master While equipped: defense ------ Armor +18 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
steel mail armour of resilience (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life +26.00 A suit of armour made of mail. |
Glimmerpierce (6 def, 12 armour)9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +6 Cun +7 Wil defense ------ Armor +12 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% light Mind save +22 (+6 eff.) Unlife -40.00 life other ------- Stamina/turn +2.00 A suit of armour made of leather. |
cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Normal] While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
rough leather armour of Eyal (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Life +25.00 Life Regen +2.00 Healmod +11% A suit of armour made of leather. |
enlightening steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +9 Fatigue +22% Mind save +11 (+3 eff.) A suit of armour made of metal plates. |
steel shield &039; (0 def, 4 armour, 103% power, 41 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Nature When used to Attack: Weapon Damage 103% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 On-hit +20 darkness On Hit: * 15% chance to reduce armor by 15% While equipped: Stats +5 Str +1 Dex +3 Cun offense ------ On-Hit 7 acid When Hit 3 acid defense ------ Armor +4 Fatigue +8% Resistance +3% darkness other ------- Talents +1 Block Handheld deflection devices. |
steel shield of resistance (0 def, 4 armour, 112% power, 37.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Nature When used to Attack: Weapon Damage 112% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +37 While equipped: defense ------ Armor +4 Fatigue +8% Resistance +6% acid +7% fire +7% lightning +6% cold other ------- Talents +1 Block Handheld deflection devices. |
6 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. |
71 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Fulidunathad the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil +3 Cun offense ------ Mind Crit +1% Ignore resists +10% mind other ------- EQ when Hit +0.04 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman&3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
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&WHITEANTIQUE_WHITE |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(144 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Transmogrification Chest2.0 Encumbrance sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
iron torque of mindblast &039; [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +20 (+4 eff.) defense ------ Resistance +6% acid Mind save +3 (+1 eff.) other ------- EQ when Hit +0.12 Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
ash totem of stinging [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
5 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. |
5 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. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Itlit the Cornac Discordant level 22
57th Dusk 122nd year of Ascendancy at 21:20 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Itlit the Cornac Discordant level 22
34th Dusk 122nd year of Ascendancy at 22:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Itlit the Cornac Discordant level 22
71st Dusk 122nd year of Ascendancy at 12:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Itlit the Cornac Discordant level 10
2nd Mirth 122nd year of Ascendancy at 17:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Itlit the Cornac Discordant level 20
11st Dusk 122nd year of Ascendancy at 16:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Itlit the Cornac Discordant level 10
3rd Mirth 122nd year of Ascendancy at 16:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Itlit the Cornac Discordant level 19
10th Dusk 122nd year of Ascendancy at 17:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Itlit the Cornac Discordant level 16
3rd Dusk 122nd year of Ascendancy at 06:36 see stats
Log
Poison from Itlit hits Elysewyn the ghast for (0 flat reduction), 0 nature (0 total damage).
Elysewyn the ghast&fbd578LASTWHITELASTORANGELASTWHITELASTLIGHT_GREEN(13 psi heal) (88 total damage) [27 healing].
Itlit misses Elysewyn the ghast.
Itlit misses Elysewyn the ghast.
Elysewyn the ghast performs a melee critical strike against Itlit!
Itlit is not dazed anymore.
Itlit is dazed!
Elysewyn the ghast throws Itlit to the ground!
Itlit HEALS from physical damage!
Itlit converts some damage to Psi!
Itlit HEALS from darkness damage!
Itlit HEALS from light damage!
Elysewyn the ghast hits Itlit for (25 flat reduction), (41 resilience), 71 to psi, 104 physical, 28 healing (28 psi heal), (17 antimagic), 0 light, 1 healing (1 psi heal), (14 antimagic), 0 darkness, 1 healing (1 psi heal) (175 total damage) [63 healing].
Melee retaliation hits Elysewyn the ghast for (3 flat reduction), 0 blight (0 total damage).
Itlit&
Talent Dig is ready to use.
Talent Infusion: Wild is ready to use.
Talent Antimagic Zone is ready to use.
Itlit HEALS from blight damage!
Rotting Disease from Elysewyn the ghast hits Itlit for (26 antimagic), 0 blight, 3 healing (3 psi heal) (0 total damage) [7 healing].
Decrepitude Disease from Elysewyn the ghast hits Itlit for (26 antimagic), 0 blight, 3 healing (3 psi heal) (0 total damage) [7 healing].
Mindstorm hits Elysewyn the ghast for (9 flat reduction), 0 mind, (7 flat reduction), 0 physical, (6 flat reduction), 0 darkness (0 total damage).
Mindrot hits Elysewyn the ghast for (1 flat reduction), 0 mind, (1 flat reduction), 0 darkness (0 total damage).
Poison from Itlit hits Elysewyn the ghast for (0 flat reduction), 0 nature (0 total damage).
Elysewyn the ghast throws a concussive punch.
Itlit is not dazed anymore.
Itlit converts some damage to Psi!
Elysewyn the ghast hits Itlit for (25 flat reduction), (116 resilience), 34 to psi, 158 physical (193 total damage).
Melee retaliation hits Elysewyn the ghast for (3 flat reduction), 0 blight (0 total damage).
Itlit the level 23 cornac discordant was shattered to death by Elysewyn the ghast on level 2 of Tempest Peak.





























































































