












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Steamtech UI 1.1.4 Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 38 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Bethonne the radiant horror at level 38 on the 19th Dearth 123rd year of Ascendancy at 08:31 / 1 |
Primary Stats
| Strength | 113 (base 42) |
| Dexterity | 40 (base 30) |
| Constitution | 72 (base 50) |
| Magic | 8 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 61 (base 44) |
Resources
| Life | -650/1439 |
| Stamina | 218/330 |
| Psi | 112/112 |
| Healing Factor | 1.3862906294957 |
| Regeneration | 17.560901672198 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 36.634129341246 |
| See Invisible | 48.634129341246 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 223 |
| Accuracy | 45 |
| Crit Chance | 33% |
| APR | 14 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +45% |
| Lightning | +15% |
| Light | +9% |
| Temporal | +27% |
| Darkness | +19% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 65.08934837382 (81.151787968034%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 0 |
| Physical Save | 78 |
| Spell Save | 51 |
| Mental Save | 70 |
Defense: Resistances
| Arcane | + 19%( 70%) |
| Cold | + 40%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 41%( 70%) |
| Light | + 65%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 56%( 70%) |
| Darkness | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Teleport Resistance | 20% |
| Confusion Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback 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 305 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -645 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1291 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 745% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous 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 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 4/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 99. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of fire wyrm saliva. * You've found the needed hummerhorn wing. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vampire lord fang. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Urthorab the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Cun / +3 Con Changes damage: +9% physical Physical save: +3 (+0 eff.) Mental save: +9 (+2 eff.) Stamina each turn: +3.60 Only die when reaching: -80.00 life Maximum stamina: +14.00 A pair of boots made of leather. This object's appearance was changed to The Black Boots. |
| Light source | Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+6 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 150 cold damage (based on your Magic) Activation costs 17 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | dwarven-steel helm 'Blindslice' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +3 Str / +1 Con Changes resistances: +15% light / +15% fire Changes damage: +6% darkness Physical save: +11 (+2 eff.) Mental save: +22 (+5 eff.) Only die when reaching: -60.00 life It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Quasit's Skull. |
| Tool | ash wand of conjuration 'Islomith' [power 215] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Maximum stamina: +20.00 See invisible: +6 It can be used to fire a magical bolt dealing 247 cold damage Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite ring 'Adida'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Changes stats: +14 Str / +3 Dex / +5 Wil / +9 Cun Reduces incoming crit damage: 15.00% See invisible: +6 Rings make your fingers look great! |
| On fingers | NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 31/50) : Effective talent level: 2.0 Power cost: 43 out of 31/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around waist | DazzlebraceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +12% lightning / +9% cold Changes damage: +9% light Physical save: +15 (+3 eff.) Light radius: +2 A belt that goes around your waist. |
| In main hand | Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +9 Dex / +9 Con Changes damage: +10% physical Stun/Freeze immunity: +100% Knockback immunity: +100% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
| On hands | Shimmerreek (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +3 Fatigue: +5% Changes resistances: +18% lightning Changes resistances penetration: +10% temporal Changes damage: +15% lightning / +21% temporal Physical save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. This object's appearance was changed to drakeskin leather gloves. |
| Main armor | Bethildata the stralite plate armour (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Armour: +13 Fatigue: +22% Changes stats: +2 Con Changes resistances: +7% physical Changes damage: +6% arcane / +18% physical Physical save: +20 (+4 eff.) Spell save: +6 (+2 eff.) Only die when reaching: -40.00 life Maximum stamina: +30.00 A suit of armour made of metal plates. |
| Cloak | Grinihor (21 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +21 (+7 eff.) Changes resistances: +33% fire / +44% light / +5% arcane Stealth bonus: +23 Physical save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Life regen: +2.00 Only die when reaching: -50.00 life Maximum life: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Pitchtide the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Damage when hit (Melee): 4 temporal Changes stats: +4 Wil / +4 Con Changes resistances: +6% darkness / +6% temporal Changes damage: +6% temporal / +3% darkness / +8% physical Physical save: +8 (+2 eff.) Life regen: +7.00 Maximum life: +45.00 Combat speed: +10% Amulets make your neck look great! |
Inventory
EmuthaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Changes stats: +2 Dex Changes damage: +7% physical Mental save: +15 (+3 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +3% Combat speed: +10% Amulets make your neck look great! |
grounding gold amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +11 Changes resistances: +11% lightning Critical mult.: +11.00% Stun/Freeze immunity: +28% Amulets make your neck look great! |
mindweaver's gold amulet of visionInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +8 (+2 eff.) Blindness immunity: +16% Confusion immunity: +14% Mindpower: +7 (+4 eff.) Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
serendipitous stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +13 (+4 eff.) Changes stats: +10 Lck Blindness immunity: +19% Infravision radius: +2 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 18% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.stralite amulet 'Harudar' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +5 Cun Changes resistances: +9% acid / +15% temporal / +15% light Cut immunity: +70% Hate when firing a critical mind attack: +3.00 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
MardarimPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Cun Changes resistances penetration: +20% mind / +20% arcane Changes damage: +18% mind Blindness immunity: +26% Maximum psi: +50.00 Infravision radius: +4 See stealth: +10 See invisible: +13 Rings make your fingers look great! |
Torchvengeance the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 10 fire Changes resistances: +26% acid / +5% arcane / +6% lightning Changes damage: +13% acid Cut immunity: +10% Disarm immunity: +20% Healing mod.: +20% Rings make your fingers look great! |
Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ivivea the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind / 4 temporal Changes resistances: +9% mind / +12% blight Changes resistances penetration: +20% mind Changes damage: +18% temporal Disarm immunity: +25% Pinning immunity: +30% Knockback immunity: +38% Maximum life: +34.00 Rings make your fingers look great! |
warrior's gold ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 13% chance to reduce all saves and defense by 20 Damage (Melee): 16 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 20 Damage (Ranged): 5 physical Changes stats: +3 Cun / +4 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.painweaver's stralite ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+3 eff.) Changes damage: +6% all Stun/Freeze immunity: +26% Life regen: +3.00 Spellpower: +11 (+6 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.stralite battleaxe of erosion (41-62 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +13 nature Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Plaguespiker the stralite waraxe (32-45 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +18 (+6 eff.) Physical crit. chance: +5.0% Damage when hit (Melee): 10 physical Changes stats: +9 Str / +2 Dex Changes resistances: +20% nature Changes damage: +24% nature / +13% physical Stamina each turn: +3.00 One-handed war axes. |
Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 34 power out of 40/40) : Effective talent level: 1.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+6 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Arurion (17-19 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Armour penetration: +4 Physical crit. chance: +1.0% Damage (Melee): 12 fire Changes resistances: +3% blight / +7% fire / +1% physical Changes resistances penetration: +14% fire / +9% mind / +15% darkness Changes damage: +16% lightning / +17% darkness / +27% fire / +15% mind / +18% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Only die when reaching: -60.00 life Maximum hate: +9.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Global speed: +6% 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. |
This item will automatically be transmogrified when you leave the level.Beriyaleg the yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Firing range: +8 Damage (Ranged): +26 lightning When wielded/worn: Defense: +10 (+3 eff.) Ammo reloads per turn: +3 Changes stats: +7 Mag Changes resistances: +2% physical Changes damage: +20% lightning Light radius: +3 Infravision radius: +2 See invisible: +18 Longbows are used to shoot arrows at your foes. |
elemental quiver of elven-wood arrows of crippling (22/22, 44-62 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +16.5% Capacity: 22 On weapon hit: * Create an explosion dealing 27 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of daylight (20/20, 52-74 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 114 physical damage Damage (Ranged): +17 light / +29 physical Damage against: +32% Undead Arrows are used with bows to pierce your foes to death. |
Ce'Newe the Sunmight (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Damage when hit (Melee): 8 arcane Changes stats: +4 Wil Changes resistances: +26% blight / +25% darkness / +15% light Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +9% darkness Light radius: +2 A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour)Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 22 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
stralite plate armour 'Cobrahue' (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Effects on melee hit: * 20% chance to slow global speed by 46% Changes stats: +3 Cun / +7 Wil Changes resistances: +23% lightning / +7% arcane / +6% nature Changes resistances penetration: +25% mind Spell save: +17 (+6 eff.) Mental save: +17 (+4 eff.) A suit of armour made of metal plates. |
Furnacebrace the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Wil / +5 Cun Changes resistances: +12% mind / +6% fire Changes resistances penetration: +10% acid / +15% fire Changes damage: +9% acid Physical save: +15 (+3 eff.) Spell save: +14 (+5 eff.) Mental save: +15 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Belewyn'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +15 Mag Changes resistances: +6% temporal Spell save: +6 (+2 eff.) Mental save: +8 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +8 (+5 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Kuntir (12 def, 6 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +6 Defense: +12 (+4 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +12% temporal Changes resistances penetration: +20% physical Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Glimmerglamour' (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +3% lightning / +16% cold / +9% mind / +9% light Physical save: +6 (+1 eff.) Disease immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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 lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
504 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects Activation costs 34 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Xinne'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes damage: +10% mind Spell save: +9 (+3 eff.) Poison immunity: +20% Knockback immunity: +20% Life regen: +2.00 Light radius: +4 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's alchemist's lamp of the zealotRequires: - Level 15 Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Changes resistances: +3% all Critical mult.: +11.00% Spell save: +7 (+3 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes damage: +7% mind / +9% fire Mental save: +8 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +5% darkness / +7% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +1 Cun / +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's dwarven-steel pickaxe (dig speed 14 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +8% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 316.00 fire damage (based on Magic) Activation costs 43 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 16 power out of 35/35) : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 66 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Veledhethra the dwarven-steel torque of gale force [power 210] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% temporal Changes damage: +9% temporal Mental save: +3 (+0 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +3% It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 304 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Heal for 41. * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Manarim the dragonbone totem of thorny skin [power 68] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% blight Critical mult.: +15.00% Mindpower: +30 (+14 eff.) It can be used to harden the skin for 7 turns increasing armour by 68 and armour hardiness by 70% Activation puts all charms on cooldown for 17 turns. When used: * Reduce fatigue by 51% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 69 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 30 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
overpowered yew wand of lightning storm [power 458] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 105 lightning damage and will be dazed for 1 turn (526 total damage) Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Thorgrimm Ironshroud the Dwarf Berserker level 35
6th Dearth 123rd year of Ascendancy at 07:36 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Thorgrimm Ironshroud the Dwarf Berserker level 35
1st Dearth 123rd year of Ascendancy at 12:21 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Thorgrimm Ironshroud the Dwarf Berserker level 9
29th Voratun 122nd year of Ascendancy at 01:21 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Thorgrimm Ironshroud the Dwarf Berserker level 20
28th Dearth 122nd year of Ascendancy at 21:38 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thorgrimm Ironshroud the Dwarf Berserker level 27
40th Stralite 123rd year of Ascendancy at 19:10 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Thorgrimm Ironshroud the Dwarf Berserker level 33
16th Wealth 123rd year of Ascendancy at 07:50 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thorgrimm Ironshroud the Dwarf Berserker level 26
34th Stralite 123rd year of Ascendancy at 07:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Thorgrimm Ironshroud the Dwarf Berserker level 10
10th Profit 122nd year of Ascendancy at 23:12 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Thorgrimm Ironshroud the Dwarf Berserker level 20
28th Dearth 122nd year of Ascendancy at 18:37 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Thorgrimm Ironshroud the Dwarf Berserker level 30
43rd Profit 123rd year of Ascendancy at 07:31 see stats
Lucky Girl (Nightmare (Roguelike) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Thorgrimm Ironshroud the Dwarf Berserker level 29
11st Profit 123rd year of Ascendancy at 15:12 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Thorgrimm Ironshroud the Dwarf Berserker level 22
26th Iron 123rd year of Ascendancy at 21:55 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Thorgrimm Ironshroud the Dwarf Berserker level 29
6th Profit 123rd year of Ascendancy at 06:06 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Thorgrimm Ironshroud the Dwarf Berserker level 31
10th Wealth 123rd year of Ascendancy at 06:08 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Thorgrimm Ironshroud the Dwarf Berserker level 19
28th Dearth 122nd year of Ascendancy at 04:20 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Thorgrimm Ironshroud the Dwarf Berserker level 6
19th Voratun 122nd year of Ascendancy at 21:46 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Thorgrimm Ironshroud the Dwarf Berserker level 31
11st Wealth 123rd year of Ascendancy at 21:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Thorgrimm Ironshroud the Dwarf Berserker level 9
3rd Profit 122nd year of Ascendancy at 10:26 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Thorgrimm Ironshroud the Dwarf Berserker level 16
15th Wealth 122nd year of Ascendancy at 08:48 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Thorgrimm Ironshroud the Dwarf Berserker level 30
4th Wealth 123rd year of Ascendancy at 18:36 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Thorgrimm Ironshroud the Dwarf Berserker level 24
12nd Stralite 123rd year of Ascendancy at 16:03 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Thorgrimm Ironshroud the Dwarf Berserker level 27
40th Stralite 123rd year of Ascendancy at 13:52 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Thorgrimm Ironshroud the Dwarf Berserker level 18
7th Dearth 122nd year of Ascendancy at 18:13 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Thorgrimm Ironshroud the Dwarf Berserker level 34
30th Wealth 123rd year of Ascendancy at 18:30 see stats
Log
Bethonne the radiant horror's cleansing fire area effect hits Thorgrimm Ironshroud for 69 fire damage.
Bethonne the radiant horror's blazing light area effect hits Thorgrimm Ironshroud for 19 fire, 6 light (25 total damage).
Burning from Bethonne the radiant horror hits Thorgrimm Ironshroud for 82 fire damage.
Bethonne the radiant horror HEALS from fire damage!
Bethonne the radiant horror hits Bethonne the radiant horror for 0 fire, 10 healing (0 total damage) [10 healing].
Bethonne the radiant horror casts Manathrust.
Bethonne the radiant horror hits Thorgrimm Ironshroud for 201 arcane damage.
Thorgrimm Ironshroud performs a melee critical strike against Bethonne the radiant horror!
The fabric of time around Bethonne the radiant horror stabilizes to normal.
The powerful time-altering energies generate a restoration field on Bethonne the radiant horror.
Thorgrimm Ironshroud's blood frenzy intensifies!
Thorgrimm Ironshroud hits Bethonne the radiant horror for (71 to time), 131 physical (131 total damage).
Bethonne the radiant horror HEALS from fire damage!
Bethonne the radiant horror's cleansing fire area effect hits Bethonne the radiant horror for 0 fire, 62 healing (0 total damage) [62 healing].
Bethonne the radiant horror's cleansing fire area effect hits Thorgrimm Ironshroud for 69 fire damage.
Bethonne the radiant horror's cleansing fire area effect hits Thorgrimm Ironshroud for 69 fire damage.
Bethonne the radiant horror's blazing light area effect hits Thorgrimm Ironshroud for 19 fire, 6 light (25 total damage).
Bethonne the radiant horror casts Flame.
Bethonne the radiant horror's spell attains critical power!
Bethonne the radiant horror hits Thorgrimm Ironshroud for 225 fire damage.
Burning from Bethonne the radiant horror hits Thorgrimm Ironshroud for 171 fire damage.
Bethonne the radiant horror HEALS from fire damage!
Bethonne the radiant horror hits Bethonne the radiant horror for 0 fire, 10 healing (0 total damage) [10 healing].
Bethonne the radiant horror receives 74 healing from Temporal Restoration Field.
Bethonne the radiant horror casts Pulverizing Auger.
Bethonne the radiant horror hits Thorgrimm Ironshroud for 222 physical damage.
Thorgrimm Ironshroud the level 38 dwarf berserker was maimed to death by Bethonne the radiant horror on level 3 of Nidozor.
Thorgrimm Ironshroud no longer revels in blood quite so much.
Thorgrimm Ironshroud's rage subsides!













































































































