











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Zephyr 1.5.8 Proper Possession 1.5.0
Frequently Asked Questions: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Doctornull's Class Pack 1.5.10This 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. Items Vault 1.6.0Donators/Buyers bonus! Revamped Skirmisher 1.6.0Revamps the Skirmisher class. All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind. Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents. Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility. Scoundrel is unlocked, master increased to 1.3. [Buckler Training] [Tireless Combatant] [Skirmisher Slings] [Called Shots] Possessor Bonus Class 1.6.0Donators/Buyers bonus! Revised Alchemist 1.5.5Alch revision description : Buffs Alchemist talents and aims to reduce the irritation of the gem ammo management system, with some other quality of life changes. Idea is to make mana the limiting factor of alchemists, Overall : Alchemist : Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which is a bomb explosion compressed to a single tile. Range scales with talent level. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : New tree : Stone Alchemy : Changelog: 0.9.1 0.9.0 0.8.9 0.8.8 0.8.6 0.8.4: 0.8.3 0.8.2: 0.8.1: 0.8.0- 0.7.1 0.7.0 - 0.6.0- New locked tree : Jewelcraft. A tree that enables an arcane damage throw bomb infusion and a powerful flat damage reduction ability that is further improved by other abilities in the tree. "Aether Infusion" 0.5.0 - Full Changes Golem : Explosion tree: Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game. Lightning: Acid : Fire Alchemy: -Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75 Frost: Golemancy : Advanced Golemancy: Staff Combat : Stone Alchemy : Warning : Still needs balancing Class: Astromancer 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Grove Keeper 1.6.0Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.6.0Official 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:
High Guard 1.6.0Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 18 / 80% |
| Size | big |
| Lifes / Deaths | Killed by Weirdling Beast at level 18 on the 47th Dusk 122nd year of Ascendancy at 17:03 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 43.613018669287 (base 46) |
| Dexterity | 15 (base 10) |
| Constitution | 26 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 32) |
| Cunning | 32 (base 17) |
Resources
| Life | -109/884 |
| Equilibrium | 34 |
| Healing Factor | 1.2424489795918 |
| Regeneration | 18.828898968837 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +31.093867610317% |
| Spell | 0% |
| Global | +105% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 2 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 33 |
| Accuracy | 26 |
| Crit Chance | 15% |
| APR | 18 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 24% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Nature | +31% |
| Lightning | +11% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 17.936792386628 (78.452380952381%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 23 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | -16%( 70%) |
| Physical | -14%( 70%) |
| Cold | -23%( 70%) |
| All | -16%( 70%) |
| Lightning | + 20%( 70%) |
| Light | -13%( 70%) |
| Temporal | + 1%( 70%) |
| Fire | -9%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The target is infected by a disease, reducing its strength by 13 and doing 24.49 blight damage per turn. Weakness Disease |
| detrimental effect | The target has been splashed with acid, taking 22.74 acid damage per turn, reducing armour by 32 and attack by 28. Acid Splash |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Auduenlan is fed upon by Weirdling Beast. Fed Upon |
| beneficial effect | You gain 15% resistance against acid. Resolve |
Quests
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You failed to protect the temporal explorer from death by Wrathroot. Escort: temporal explorer (level 4 of Old Forest) | failed |
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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. | 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. | active |
Equipment
| On feet | [vs. Shadeoracle of the Blightspawn (0 def, 1 armour) (On feet)]Shadeoracle of the Blightspawn (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -5% (-) Effects when hit in melee: * 21% chance to reduce damage dealt by 22% * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 0(-20) item blight disease / 0(-21) item darkness numbing Changes stats: +2(-) Str / +2(-) Con Changes resistances: +5%(-) lightning / +9%(-) temporal / +6%(-) nature / +3%(-) light Stamina each turn: +0.30 (-) Maximum life: +31.00 (-) Movement speed: +10% (-) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)]Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (-) Armour Hardiness: +5% (-) Fatigue: +5% (-) Changes stats: +3(-) Con Physical save: +12 (+6 eff.) (-) Stun/Freeze immunity: +30% (-) Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | [vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]Spellhunt Remnants (3 def, 4 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-) Defense: +3 (+2 eff.) (-) Changes stats: +6(-) Cun / +6(-) Wil Changes resistances penetration: +15%(-) nature Changes damage: +15%(-) nature Spell save: +8 (+5 eff.) (-) Maximum life: +60.00 (-) Mindpower: +8 (+3 eff.) (-) Mental crit. chance: +9% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | [vs. extending elm totem of healing [power 60] (10.5/15 cooldown) (Tool)]extending elm totem of healing [power 60] (10.5/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heals yourself and all friendly characters within 10 spaces for 60 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]warrior's copper ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (-) Changes stats: +3(-) Str Changes resistances: +22%(-) lightning Changes damage: +11%(-) lightning Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]titan's steel ring of nature (+24%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +4 Con Changes resistances: +24% nature / +0%(-22%) lightning Changes damage: +12% nature / +0%(-11%) lightning Physical save: +8 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. wanderer's steel amulet of strength (+3) (Around neck)]wanderer's steel amulet of strength (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% (-) Changes stats: +3(-) Str / +4(-) Dex / +4(-) Cun / +4(-) Con Life regen: +2.00 (-) Stamina each turn: +0.50 (-) Movement speed: +10% (-) Amulets can have magical properties. |
| In main hand | [vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand, 1 of 2)]balanced iron longsword of massacre (17.5-24.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +6 (+6 eff.) (-) Defense: +5 (+4 eff.) (-) Disarm immunity: +21% (-) Sharp, long, and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand, 1 of 2)]Eye of Summer (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-9.5 - -15.7) Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Disarm immunity: +0% (-21%) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. Tap to cycle through comparison choices |
| Cloak | [vs. enveloping linen cloak of Eldoral (7 def, 0 armour) (Cloak)]enveloping linen cloak of Eldoral (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+6 eff.) (-) Changes stats: +2(-) Cun / +2(-) Dex Physical save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Lelakalthogund the dwarven-steel mail armour (3 def, 15 armour) (Main armor)]Lelakalthogund the dwarven-steel mail armour (3 def, 15 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 (-) Defense: +3 (+2 eff.) (-) Fatigue: +12% (-) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes stats: +3(-) Cun / +5(-) Wil Changes resistances: +6%(-) temporal Mental save: +13 (+6 eff.) (-) Life regen: +3.00 (-) Maximum life: +29.00 (-) Healing mod.: +12% (-) A suit of armour made of mail. |
Inventory
movement infusion of the sneak (speed 496%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. wanderer's steel amulet of strength (+3) (Around neck)]copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Str / +0(-4) Dex / +3(-1) Cun / +0(-4) Con Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. wanderer's steel amulet of strength (+3) (Around neck)]copper amulet of willpower (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Str / +0(-4) Dex / +4 Wil / +0(-4) Cun / +0(-4) Con Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. wanderer's steel amulet of strength (+3) (Around neck)]insulating copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-3) Str / +0(-4) Dex / +0(-4) Cun / +0(-4) Con Changes resistances: +11% cold / +11% fire Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.50) Movement speed: +0% (-10%) Amulets can have magical properties. |
[vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]mule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Fatigue: -5% Changes stats: +0(-3) Str Changes resistances: +0%(-22%) lightning Changes damage: +0%(-11%) lightning Maximum encumbrance: +21 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]psionicist's copper ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +3 Wil Changes resistances: +0%(-22%) lightning Changes damage: +0%(-11%) lightning Mental save: +6 (+3 eff.) Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]psionicist's steel ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +4 Wil Changes resistances: +0%(-22%) lightning Changes damage: +0%(-11%) lightning Mental save: +8 (+4 eff.) Disarm immunity: +20% Pinning immunity: +28% Knockback immunity: +24% Maximum life: +26.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]rogue's steel ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Defense: +6 (+3 eff.) Changes stats: +3 Cun / +0(-3) Str Changes resistances: +0%(-22%) lightning / +22% cold Changes damage: +0%(-11%) lightning / +11% cold Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]titan's steel ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +4 Con Changes resistances: +0%(-22%) lightning Changes damage: +0%(-11%) lightning Physical save: +8 (+4 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of lightning (+22%) (On fingers, 1 of 2)]titan's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +2 Con Changes resistances: +0%(-22%) lightning Changes damage: +0%(-11%) lightning Physical save: +4 (+2 eff.) Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +22.00 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand)]iron battleaxe (14.5-21.75 power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8(-3.0 - -2.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 (-1) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Disarm immunity: +0% (-21%) Massive two-handed battleaxes. |
[vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand, 1 of 2)]iron longsword (10-14 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.0 - 14.0(-7.5 - -10.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Disarm immunity: +0% (-21%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand, 1 of 2)]iron longsword of massacre (17.5-24.5 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Disarm immunity: +0% (-21%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand, 1 of 2)]mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-15.5 - -22.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Mental save: +2 (+1 eff.) Disarm immunity: +0% (-21%) Maximum psi: +17.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. balanced iron longsword of massacre (17.5-24.5 power, 2 apr) (In main hand, 1 of 2)]mossy mindstar of clarity (3-3.3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-14.5 - -21.2) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Defense: +0 (+0 eff.) (-5 (-4 eff.)) Mental save: +2 (+1 eff.) Disarm immunity: +0% (-21%) Maximum psi: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
[vs. Lelakalthogund the dwarven-steel mail armour (3 def, 15 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-11) Defense: +2 (+2 eff.) (-1 (+0 eff.)) Fatigue: +12% (-) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-3) Cun / +0(-5) Wil Changes resistances: +0%(-6%) temporal Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of mail. |
[vs. Lelakalthogund the dwarven-steel mail armour (3 def, 15 armour) (Main armor)]Dourworm the dwarven-steel mail armour (3 def, 10 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 (-5) Defense: +3 (+2 eff.) (-) Fatigue: +12% (-) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-3) Cun / +3(-2) Wil Changes resistances: +5% acid / +0%(-6%) temporal / +21% darkness / +16% blight / +8% cold / +17% lightning Changes resistances penetration: +10% darkness / +10% lightning Changes damage: +3% darkness Allows you to breathe in: water Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-29.00) Light radius: +2 Healing mod.: +0% (-12%) A suit of armour made of mail. |
[vs. Lelakalthogund the dwarven-steel mail armour (3 def, 15 armour) (Main armor)]impenetrable steel plate armour of fire resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (+1) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +22% (+10%) Damage (Melee): 0(-20) item temporal energize Changes stats: +0(-3) Cun / +0(-5) Wil Changes resistances: +0%(-6%) temporal / +15% fire Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Life regen: +0.00 (-3.00) Maximum life: +0.00 (-29.00) Healing mod.: +0% (-12%) A suit of armour made of metal plates. |
[vs. Mighty Girdle (Around waist)]rough leather belt 'Flashbloom' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +0 (-4) Fatigue: +0% (+10%) Changes stats: +1 Str / +3 Con Changes resistances: +3% lightning Changes damage: +6% lightning Grants telepathy: Dragon Maximum encumbrance: +0 (-70) Knockback immunity: +0% (-40%) Life regen: +0.60 Maximum life: +0.00 (-40.00) Healing mod.: +10% A belt that goes around your waist. |
[vs. enveloping linen cloak of Eldoral (7 def, 0 armour) (Cloak)]enveloping linen cloak (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+6 eff.) (-) Changes stats: +0(-2) Cun / +0(-2) Dex Physical save: +5 (+2 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Shadeoracle of the Blightspawn (0 def, 1 armour) (On feet)]pair of iron boots 'Zuyadir' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+7%) Damage when hit (Melee): 0(-20) item blight disease / 2 mind / 0(-21) item darkness numbing Changes stats: +0(-2) Str / +3 Wil / +0(-2) Con Changes resistances: +5%(-) lightning / +6%(-3%) temporal / +0%(-6%) nature / +0%(-3%) light Spell save: +3 (+1 eff.) Stamina each turn: +0.00 (-0.30) Maximum life: +0.00 (-31.00) Maximum hate: +2.00 Movement speed: +0% (-10%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Shadeoracle of the Blightspawn (0 def, 1 armour) (On feet)]pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+7%) Damage when hit (Melee): 0(-20) item blight disease / 0(-21) item darkness numbing Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-5%) lightning / +0%(-9%) temporal / +0%(-6%) nature / +0%(-3%) light Stamina each turn: +0.30 (-) Maximum life: +0.00 (-31.00) Maximum stamina: +10.00 Movement speed: +0% (-10%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Spellhunt Remnants (3 def, 4 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-2) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Changes stats: +2(-4) Cun / +3(-3) Wil Changes resistances: +10% fire Changes resistances penetration: +0%(-15%) nature Changes damage: +0%(-15%) nature / +5% fire Spell save: +0 (+0 eff.) (-8 (-5 eff.)) Maximum life: +0.00 (-60.00) Mindpower: +2 (+1 eff.) (-6 (-2 eff.)) Mental crit. chance: +0% (-9%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 55.52 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]linen wizard hat of knowledge (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-12) Armour Hardiness: +0% (-5%) Defense: +1 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +4 Wil / +4 Cun / +0(-3) Con Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) Mindpower: +4 (+1 eff.) A pointy cloth hat, very wizardly... |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]Borulin the Dusksweeper (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 (-11) Armour Hardiness: +0% (-5%) Fatigue: +1% (-4%) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes stats: +2 Dex / +3 Cun / +0(-3) Con Changes resistances: +9% lightning / +3% darkness Changes damage: +9% lightning Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A cap made of leather. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]grounding iron helm of constitution (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-9) Armour Hardiness: +0% (-5%) Fatigue: +5% (-) Changes stats: +3(-) Con Changes resistances: +6% lightning / +5% temporal Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]iron helm of strength (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-9) Armour Hardiness: +0% (-5%) Fatigue: +5% (-) Changes stats: +2 Str / +0(-3) Con Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Stun/Freeze immunity: +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 nuummite 4 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
10 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
8 verdite 8 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+5 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 hematite 2 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+8 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 small geode 5 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
[vs. bright brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +3 (-3) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. extending elm totem of healing [power 60] (10.5/15 cooldown) (Tool)]woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. extending elm totem of healing [power 60] (10.5/15 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 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. |
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 Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Auduenlan the Krog Wyrmic level 16
23rd Dusk 122nd year of Ascendancy at 18:22 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Auduenlan the Krog Wyrmic level 10
2nd Summertide 122nd year of Ascendancy at 16:57 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Auduenlan the Krog Wyrmic level 16
41st Dusk 122nd year of Ascendancy at 19:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Auduenlan the Krog Wyrmic level 15
18th Dusk 122nd year of Ascendancy at 01:32 see stats
Log
Shadow hits Auduenlan for 21 physical damage.
Acid Splash from Weirdling Beast hits Auduenlan for 27 acid damage.
Auduenlan is confused and fails to use Attack.
Weirdling Beast uses Infusion: Wild.
Weirdling Beast lessens the pain.
Weirdling Beast uses Mind Sear.
Shadow hits Auduenlan for 19 physical damage.
Weirdling Beast hits Auduenlan for 203 mind damage.
Shadow hits Auduenlan for 14 physical damage.
Talent Venomous Breath is ready to use.
Talent Dissolve is ready to use.
Acid Splash from Weirdling Beast hits Auduenlan for 27 acid damage.
Auduenlan misses Weirdling Beast.
Melee retaliation hits Auduenlan for 16 light damage.
Auduenlan hits Weirdling Beast for 23 fire, 34 nature (57 total damage).
Weirdling Beast casts Soul Rot.
Shadow hits Auduenlan for 19 physical damage.
Auduenlan is afflicted by a weakness disease!
Weirdling Beast's Soul Rot hits Auduenlan for 278 blight damage.
Shadow hits Auduenlan for 17 physical damage.
Auduenlan is confused and fails to use Infusion: Regeneration.
Auduenlan overcomes the gloom
Talent Prismatic Slash is ready to use.
Weakness Disease from Weirdling Beast hits Auduenlan for 36 blight damage.
Acid Splash from Weirdling Beast hits Auduenlan for 21 acid damage.
Weirdling Beast uses Mind Sear.
Saving game...










































































































