Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Monk 1.1.5Monk for versions b42 and above. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Improved Auto-explore and Rest 1.3.1Quality 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. Steamtech UI 1.1.4 Items Vault 1.3.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Item Notes 1.3.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Male |
Race | Draconian |
Class | Bulwark |
Level / Exp | 99 / 94% |
Size | medium |
Lifes / Deaths | Killed by gwelgoroth at level 14 on the 2nd Mirth 122nd year of Ascendancy at 09:37 / 7Killed by Kryl-Feijan at level 48 on the 8th Flare 122nd year of Ascendancy at 12:16 Killed by venom drake at level 52 on the 55th Haze 122nd year of Ascendancy at 13:02 Killed by Zubada the cutpurse at level 85 on the 53rd Regrowth 123rd year of Ascendancy at 11:55 Killed by Rex, the Turtle Demigod at level 99 on the 5th Mirth 123rd year of Ascendancy at 15:21 Killed by Rex, the Turtle Demigod at level 99 on the 6th Mirth 123rd year of Ascendancy at 15:57 Killed by Rex, the Turtle Demigod at level 99 on the 6th Mirth 123rd year of Ascendancy at 17:35 |
Primary Stats
Strength | 163 (base 69) |
Dexterity | 97 (base 25) |
Constitution | 157 (base 69) |
Magic | 96 (base 54) |
Willpower | 163 (base 66) |
Cunning | 144 (base 44) |
Resources
Life | 5283/5283 |
Mana | 1533/1533 |
Stamina | 840/840 |
Healing Factor | 1.25 |
Regeneration | 30.536939839351 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -52.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 14 |
See Stealth | 47 |
See Invisible | 50 |
Offense: Mainhand
Damage | 457 |
Accuracy | 88 |
Crit Chance | 158% |
APR | 103 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 83.6 |
Crit Chance | 91% |
Speed | 1 |
Offense: Mind
Mindpower | 106.86666666667 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | +11% |
Defense: Base
Armour (hardiness) | 125 (44%) |
Defense | 64.612499999999 |
Ranged Defense | 72.612499999999 |
Fatigue | 10 |
Physical Save | 104.4375 |
Spell Save | 97.955 |
Mental Save | 97.015 |
Defense: Resistances
All | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 49% |
Bleed Resistance | 15% |
Pinning Resistance | 30% |
Disarm Resistance | 88% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (2/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Technique / Combat techniques | 1.30 |
| 9/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Warcries | 1.30 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 7/5 |
| 9/5 |
| 7/5 |
| 9/5 |
Technique / Combat veteran | 1.50 |
| 7/5 |
| 7/5 |
| 9/5 |
| 7/5 |
Technique / Shield defense | 1.30 |
| 9/5 |
| 1/5 |
| 9/5 |
| 7/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 9/5 |
| 8/5 |
| 5/5 |
| 1/5 |
Race / Draconian | 1.40 |
| 6/5 |
| 9/5 |
| 9/5 |
| 6/5 |
Technique / Combat training | 1.50 |
| 9/5 |
| 9/5 |
| 2/5 |
| 9/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
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 injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 162. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed mummified bone. * You've found the needed minotaur nose. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. * You've found the needed wretchling eyeball. | 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 failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Over the last few months, you have been growing in strength. Troubled DreamsLast night, you awoke from a vision of the swamp. You have decided to go there and search for answers. * You have found a necklace made from dragon teeth and awakened your inner power. * Note: rest of this quest is in my TODO queue! | active |
Equipment
On feet | Velabeth the pair of dwarven-steel boots (0 def, 4 armour) Velabeth the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +2 (+0 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +7% fire / +11% cold Changes resistances penetration: +10% acid Stamina each turn: +0.40 Maximum life: +50.00 Spellpower: +5 (+1 eff.) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Blackpain (24/24, 66-79.2 power, 15 apr) Blackpain (24/24, 66-79.2 power, 15 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 66.0 - 79.2 Uses stats: 30% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +15.5% Capacity: 24 Turns elapse between self-loadings: 3 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 43% chance to inflict damage reduction * 17% chance to disease * 25% chance to put talents on cooldown * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +25 darkness / +34 blight / +17 cold / +24 mind Burst (radius 1) on hit: +12 darkness / +8 mind Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
Light source | Abyssblack the alchemist's lamp Abyssblack the alchemist's lampPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 22 fire Changes stats: +3 Str / +6 Mag / +17 Wil / +8 Cun / +3 Con Changes resistances: +17% fire Changes resistances penetration: +5% physical / +11% all Changes damage: +21% mind Critical mult.: +21.00% Physical save: +46 (+8 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+3 eff.) Blindness immunity: +109% Confusion immunity: +66% Stamina each turn: +1.20 Maximum mana: +20.00 Spellpower: +13 (+3 eff.) Spell crit. chance: +1% Light radius: +12 Infravision radius: +6 See stealth: +47 See invisible: +50 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 58 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | drakeskin leather cap 'Scorchvalor' (0 def, 5 armour) drakeskin leather cap 'Scorchvalor' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical / 8 fire Changes stats: +24 Str / +2 Mag / +16 Wil / +12 Con Changes resistances: +15% acid / +15% physical / +15% temporal / +12% blight / +14% cold / +28% lightning / +15% fire Changes resistances penetration: +20% fire Changes damage: +9% arcane Physical save: +44 (+7 eff.) Spell save: +9 (+2 eff.) Mental save: +40 (+7 eff.) Maximum mana: +60.00 Spell crit. chance: +2% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 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 cap made of leather. |
On hands | Pitchwinnow the mega tauntlets (0 def, 40 armour) Pitchwinnow the mega tauntlets (0 def, 40 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +32 (+5 eff.) Armour penetration: +27 Physical crit. chance: +18.0% Armour: +40 Armour Hardiness: +14% Damage (Melee): 20 light / 15 mind Changes stats: +7 Str / +18 Dex / +2 Mag / +4 Wil / +27 Cun / +21 Con Changes resistances: +13% darkness / +12% physical / +15% light / +10% mind Changes damage: +11% light / +11% mind / +9% darkness Talent mastery: +0.20 Technique / Grappling Talent granted: +5 Block Critical mult.: +15.00% Mental save: +30 (+5 eff.) Disarm immunity: +29% Mana each turn: +0.32 Maximum life: +150.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +26% Mental crit. chance: +17% Light radius: +1 Infravision radius: +4 Tauntlets behave like a shield, and allow you to block attacks. 93 block power. It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.3 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. A turtle shell fit with a simple strap. It covers the entire forearm. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Galathel GalathelPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical power: +12 (+2 eff.) Defense: +26 (+6 eff.) Changes stats: +8 Str / +8 Dex / +7 Mag / +17 Wil / +9 Cun / +9 Con Changes resistances: +12% blight / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +3% arcane Mental save: +18 (+3 eff.) Silence immunity: +44% Confusion immunity: +10% Stun/Freeze immunity: +106% Life regen: +7.10 Mana each turn: +0.34 Spellpower: +15 (+3 eff.) Movement speed: +22% Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Gilonarithad GilonarithadPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +47 (+7 eff.) Armour: +4 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Damage when hit (Melee): 12 arcane Changes stats: +19 Str / +1 Mag / +8 Wil / +18 Cun / +26 Con Changes resistances: +33% acid / +2% physical / +38% darkness / +3% light / +32% blight / +30% fire / +30% cold / +30% lightning Changes damage: +20% blight / +19% darkness / +7% all Physical save: +10 (+2 eff.) Spell save: +26 (+5 eff.) Mental save: +21 (+4 eff.) Confusion immunity: +45% Stun/Freeze immunity: +50% Life regen: +4.80 Hate when firing a critical mind attack: +2.00 Maximum stamina: +40.00 Maximum hate: +13.00 Spellpower: +20 (+4 eff.) Mindpower: +33 (+6 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 34%. Rings can have magical properties. |
Around neck | Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 9 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
In main hand | Emebeth (81.5-114.1 power, 6 apr) Emebeth (81.5-114.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 81.5 - 114.1 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 18% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +8 acid Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 acid When wielded/worn: Armour penetration: +30 Physical power: +15 (+2 eff.) Changes stats: +4 Con Changes resistances: +3% acid / +3% temporal Changes resistances penetration: +26% acid / +39% physical Changes damage: +29% physical Disarm immunity: +34% One-handed war axes. |
Around waist | drakeskin leather belt 'Uredogar' drakeskin leather belt 'Uredogar'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +41.0% Physical power: +12 (+2 eff.) Armour: +19 Fatigue: -10% Changes stats: +17 Dex / +10 Mag / +8 Wil / +17 Cun / +10 Lck Reduced damage from: +37% Summoned Critical mult.: +28.00% Trap disarming bonus: +28 Stealth bonus: +12 Maximum encumbrance: +52 Physical save: +21 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +25 (+5 eff.) Stun/Freeze immunity: +20% Knockback immunity: +5% Spellpower on spell critical (stacks up to 3 times): +2 Only die when reaching: -100.00 life Spellpower: +11 (+2 eff.) Spell crit. chance: +6% Mindpower: +11 (+2 eff.) Mental crit. chance: +28% Infravision radius: +4 It can be used to create a temporary shield that absorbs 392 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
In off hand | Beliruirain the Shimmerream (12 def, 14 armour, 117-140.4 power, 330 block) Beliruirain the Shimmerream (12 def, 14 armour, 117-140.4 power, 330 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 117.0 - 140.4 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +330 On weapon hit: * 46% chance to daze On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 nature / +20 fire When wielded/worn: Physical crit. chance: +29.0% Physical power: +50 (+7 eff.) Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 12 lightning / 30 fire / 4 mind Changes stats: +6 Str / +2 Cun / +5 Con Changes resistances: +50% fire Talent granted: +5 Block Physical save: +15 (+2 eff.) Maximum life: +100.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +40 Handheld deflection devices. |
Cloak | Lorirorion the elven-silk cloak (3 def, 0 armour) Lorirorion the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +39 (+7 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +8 Dex / +4 Wil / +10 Cun Changes resistances: +9% acid / +6% darkness / +19% fire / +9% cold / +5% lightning Physical save: +20 (+3 eff.) Blindness immunity: +10% Cut immunity: +15% Disarm immunity: +25% Pinning immunity: +10% Maximum life: +161.00 Maximum stamina: +24.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | drakeskin leather armour 'Earygalach' (50 def, 30 armour) drakeskin leather armour 'Earygalach' (50 def, 30 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +30 Defense: +50 (+12 eff.) Ranged Defense: +20 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 20 physical Changes stats: +19 Str / +15 Dex / +9 Mag / +10 Wil / +6 Cun Changes resistances: +48% acid / +1% physical / +30% cold / +6% mind / +80% lightning Allows you to breathe in: water Physical save: +20 (+3 eff.) Mental save: +25 (+5 eff.) Silence immunity: +5% Confusion immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +20% Only die when reaching: -80.00 life Spellpower: +24 (+5 eff.) Spell crit. chance: +10% Mindpower: +19 (+3 eff.) Mental crit. chance: +10% Movement speed: +20% A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level. insidious poison infusion (51 nature damage, 60% healing reduction)insidious poison infusion (51 nature damage, 60% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 51.34 nature damage per turn for 7 turns, and reducing the target's healing received by 60%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 580 for 5 turns) Rune of Reflection (absorb and reflect 580 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 580 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (802.00 temporal damage, removed from time 4 turns) Rune of the Rift (802.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 858.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune (power 14 for 12 turns)invisibility rune (power 14 for 12 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 14) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Polelle the voratun ring Polelle the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +22 (+4 eff.) Fatigue: -6% Changes stats: +10 Dex / +8 Mag / +8 Wil / +8 Cun Changes resistances: +19% blight / +2% physical / +40% darkness Changes damage: +19% blight / +20% darkness / +12% mind Maximum encumbrance: +20 Physical save: +27 (+4 eff.) Mental save: +42 (+7 eff.) Confusion immunity: +141% Maximum stamina: +10.00 Spellpower: +14 (+3 eff.) Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
solipsist's gold ring of pilfering solipsist's gold ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +7 Defense: +7 (+2 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +7 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 448.59 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
This item will automatically be transmogrified when you leave the level. enlightened living mindstar of resolve (16.5-18.15 power, 40 apr, mind damage)enlightened living mindstar of resolve (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 80% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% light / +22% mind Physical save: +9 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See stealth: +20 See invisible: +22 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. |
Balancestreak BalancestreakRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 30% Wil Damage type: Nature Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 40% chance to daze Travel speed: +200% Damage (Ranged): +20 acid / +25 lightning When wielded/worn: Accuracy: +45 (+8 eff.) Physical crit. chance: +45.0% Changes stats: +2 Dex / +1 Cun / +2 Con Changes resistances: +6% nature Changes resistances penetration: +65% physical Changes damage: +22% acid / +85% physical / +19% lightning Talents cooldown: Multishot (-4 turns) Steady Shot (-2 turns) Pinning Shot (-2 turns) Maximum mana: +60.00 Light radius: +4 Infravision radius: +1 See invisible: +18 Damage Shield penetration: +60% New effects duration reduction after a teleport: +10% Slings are used to hurl stones or metal shots at your foes. |
Staff of Absorption Staff of AbsorptionRequires: - Magic 60 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Base power: 30.0 - 33.0 Uses stats: 100% Mag, 30% Wil Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 When wielded/worn: Accuracy: +20 (+3 eff.) Spellpower: +20 (+4 eff.) Spell crit. chance: +10% It can be used to absorb energies, costing 890 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
This item will automatically be transmogrified when you leave the level. dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element)dragonbone starstaff of channeling (30-36 power, 6 apr, temporal element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% temporal Talent granted: +1 Command Staff Mana each turn: +0.40 Spellpower: +28 (+6 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Aribar' (39.5-55.3 power, 6 apr)voratun waraxe 'Aribar' (39.5-55.3 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 30% Wil, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to daze Damage (Melee): +8 darkness Burst (radius 2) on crit: +16 ice Damage against: +19% Living When wielded/worn: Armour: +9 Changes stats: +2 Str / +2 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances penetration: +10% lightning / +10% cold / +10% blight Changes damage: +3% blight Spell save: +25 (+5 eff.) Vim when firing critical spell: +4.00 Maximum mana: +40.00 Damage Shield penetration: +10% One-handed war axes. |
Tempesttyphoon the rough leather belt Tempesttyphoon the rough leather beltPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Mag / +8 Wil Changes resistances: +7% fire / +7% cold Changes resistances penetration: +10% lightning / +8% physical Changes damage: +6% lightning / +9% physical / +3% darkness Reduced damage from: +21% Summoned Reduces incoming crit damage: 15.00% Physical save: +13 (+2 eff.) Life regen: +1.10 Spell crit. chance: +4% See invisible: +18 Healing mod.: +14% A belt that goes around your waist. |
miner's pair of rough leather boots (0 def, 5 armour) miner's pair of rough leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 448.59 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
iron gauntlets 'Galewreath' (0 def, 13 armour) iron gauntlets 'Galewreath' (0 def, 13 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +8 (+1 eff.) Armour: +13 Damage (Melee): 8 temporal Damage (Ranged): 8 temporal Changes stats: +3 Str / +3 Dex Changes resistances: +7% temporal Changes resistances penetration: +10% arcane Changes damage: +6% arcane / +5% temporal Spell save: +28 (+5 eff.) Mental save: +20 (+4 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +141.00 Spellpower: +6 (+1 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's rough leather gloves of butchering (0 def, 1 armour) naturalist's rough leather gloves of butchering (0 def, 1 armour)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +1 Damage (Melee): 7 nature Changes resistances: +6% blight / +6% nature Changes damage: +3% nature Spell save: +10 (+2 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. restful voratun gauntlets of war-making (0 def, 3 armour)restful voratun gauntlets of war-making (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Critical mult.: +14.00% Life regen: +3.10 Stamina each turn: +2.00 Maximum stamina: +38.00 Spell crit. chance: +19% Mental crit. chance: +19% Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
augmenting linen wizard hat (1 def, 0 armour) augmenting linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes damage: +4% acid / +4% lightning / +3% cold / +4% arcane / +4% fire A pointy cloth hat, very wizardly... |
Koronarirand the Torchhue (18 def, 19 armour) Koronarirand the Torchhue (18 def, 19 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +18 (+4 eff.) Fatigue: +16% Damage when hit (Melee): 18 physical Changes stats: +15 Cun / +8 Wil Changes resistances: +27% acid Changes damage: +6% darkness / +12% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +47 (+8 eff.) Life regen: +7.50 Maximum life: +255.00 Light radius: +1 Infravision radius: +3 Healing mod.: +52% A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 110.14 to 330.42 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
impenetrable stralite plate armour of fire resistance (7 def, 23 armour) impenetrable stralite plate armour of fire resistance (7 def, 23 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +23 Defense: +7 (+2 eff.) Fatigue: +26% Changes resistances: +21% fire A suit of armour made of metal plates. |
agate 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. |
290 alchemist agate 290 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. |
4 onyx 4 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. |
15 aquamarine 15 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 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. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chargeswift the voratun pickaxe (dig speed 3 turns) Chargeswift the voratun pickaxe (dig speed 3 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +8 (+1 eff.) Armour: +5 Defense: +8 (+2 eff.) Damage when hit (Melee): 12 lightning / 8 arcane Changes stats: +12 Str / +6 Dex / +6 Wil Changes resistances: +9% darkness / +10% physical / +5% arcane / +9% fire Changes resistances penetration: +10% lightning / +5% arcane Changes damage: +12% lightning Lowers spell cool-downs by: 10% Mental crit. chance: +14% Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
2 jade 2 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Velydata the brass lantern Velydata the brass lanternInfused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Changes stats: +4 Wil Changes resistances: +3% all Changes damage: +6% mind Physical save: +23 (+4 eff.) Spell save: +7 (+1 eff.) Confusion immunity: +10% Light radius: +2 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. |
alchemist's lamp 'Duvyrazor' alchemist's lamp 'Duvyrazor'Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +4 Con / +6 Mag Changes resistances: +11% blight / +11% light / +3% acid Changes resistances penetration: +11% all Changes damage: +11% darkness Damage affinity(heal): +5% darkness Spell save: +3 (+1 eff.) Disarm immunity: +25% Pinning immunity: +10% Stun/Freeze immunity: +5% Life regen: +3.80 Mana when firing critical spell: +2.00 Maximum life: +59.00 Maximum vim: +20.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +3% Light radius: +11 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 296.02 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic Eye 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
5 garnet 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. |
5 ruby 5 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. |
Rod of Recall (2/2) 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, costing 180 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 Chest 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), costing 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. |
high-capacity pouch of iron shots of paradox (50/50, 16.5-19.8 power, 1 apr) high-capacity pouch of iron shots of paradox (50/50, 16.5-19.8 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 30% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 50 On weapon hit: * 6% chance to gain 10% of a turn Damage (Ranged): +6 temporal When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
10 amethyst 10 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. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 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. |
amber 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. |
3 ametrine 3 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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. |
Achievements
Log
Spiked Shell hits dfg for 12 physical damage.
Mega Spiked Shell hits dfg for 12 physical damage.
Icy Shell hits dfg for 21 cold damage.
Rex, the Turtle Demigod hits Rex, the Turtle Demigod for 108 healing, 108 healing (0 total damage) [216 healing].
Talent Assault is ready to use.
dfg performs a melee critical strike against Rex, the Turtle Demigod!
Rex, the Turtle Demigod resists the mind attack!
The shattering blow creates a shockwave!
Spiked Shell hits dfg for 70 physical, 5 acid, 10 light, 12 physical, 11 mind, 10 temporal, 5 acid (123 total damage).
Icy Shell hits dfg for 21 cold, 21 cold, 21 cold, 21 cold, 21 cold, 21 cold, 21 cold (148 total damage).
Mega Spiked Shell hits dfg for 103 physical, 5 acid, 10 light, 12 physical, 11 mind, 10 temporal, 5 acid (155 total damage).
dfg hits Rex, the Turtle Demigod for (98 resist armour), 1215 physical, (4 resist armour), 0 acid, , , (3 resist armour), 0 light, (2 resist armour), 0 physical, (1 resist armour), 0 mind, (1 resist armour), 0 temporal, (4 resist armour), 0 acid (1215 total damage).
Bleeding from Dfg hits Rex, the Turtle Demigod for (16 resist armour), 0 physical (0 total damage).
Spiked Shell hits dfg for 12 physical damage.
Mega Spiked Shell hits dfg for 12 physical damage.
Icy Shell hits dfg for 21 cold damage.
Rex, the Turtle Demigod hits Rex, the Turtle Demigod for 108 healing, 108 healing (0 total damage) [216 healing].
Talent Shield Pummel is ready to use.
dfg performs a melee critical strike against Rex, the Turtle Demigod!
Rex, the Turtle Demigod resists the mind attack!
The shattering blow creates a shockwave!
Dfg is less impervious to physical effects.
Dfg deactivates Shield Wall.
Dfg deactivates Shattering Impact.
Dfg deactivates Last Stand.
Dfg deactivates Precise Strikes.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.