










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Roguelike Keybindings 1.7.0Adds new game option "[ZOmnibus] | Roguelike keybindings" that can be used to alter the game's movement keybindings to the classic "roguelike" or "Vi keys" style, useful for laptops or other keyboards that lack numeric keypads. The keybindings modified by this addon are as follows:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 12 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by Yvumina the ghoul at level 12 on the 28th Haze 122nd year of Ascendancy at 11:02 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 11 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 45 (base 34) |
| Cunning | 40 (base 31) |
Resources
| Life | -18/288 |
| Hate | 100/100 |
| Healing Factor | 1.2087162075846 |
| Regeneration | 5.1370438822346 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 29 |
| Crit Chance | 12% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +5% |
| Darkness | +15% |
| Mind | +15% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Cold | +5% |
Defense: Base
| Armour (hardiness) | 0 (30%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 20 |
| Mental Save | 39 |
Defense: Resistances
| Blight | + 10%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 16%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 21%( 70%) |
| Temporal | + 12%( 70%) |
| Lightning | + 22%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 28% |
| Fear Resistance | 18% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 18% |
Inscriptions (4/4)
| 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 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | 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. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | active |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed orc heart. * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| Light source | [vs. Emelamitta (Light source)]Emelamitta Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +10 (+9 eff.) (-) Damage when hit (Melee): 12(-) fire Changes resistances: +1%(-) physical / +14%(-) fire Maximum life: +20.00 (-) Light radius: +3 (-) Healing mod.: +20% (-) 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. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 2/30) : Effective talent level: 1.0 Power cost: 15 out of 2/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.59 to 115.77 lightning damage (77.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Around waist | [vs. rough leather belt 'Betelaith' (Around waist)]rough leather belt 'Betelaith' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) lightning / +5%(-) temporal / +2%(-) physical Reduces incoming crit damage: 5.00% (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +20% (-) Life regen: +2.00 (-) A belt that goes around your waist. |
| In main hand | [vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 3(-) mind / 5(-) darkness Changes damage: +4%(-) mind / +3%(-) darkness Talents granted: +1.00(-) Attune Mindstar Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +2% (-) Curse of Madness 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 |
| Main armor | [vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]mindwoven linen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15%(-) darkness / +7%(-) all Changes damage: +10%(-) darkness Mental save: +15 (+8 eff.) (-) Mindpower: +2 (+1 eff.) (-) Mental crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| In off hand | [vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]horrifying vined mindstar of balance (Nightmares) (5-6 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(+1.0 - +1.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 4(1) mind / 3(-2) darkness Changes damage: +2%(-2%) mind / +2%(-1%) darkness Talents granted: +1.00(-) Attune Mindstar Physical save: +3 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +1.10 Mindpower: +4 (+2 eff.) (-) Mental crit. chance: +2% (-) Curse of Nightmares 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 |
| Cloak | [vs. Duathelwild (1 def, 0 armour) (Cloak)]Duathelwild (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 2(-) blight / 6(-) darkness Changes stats: +3(-) Wil Changes resistances penetration: +5%(-) mind Changes damage: +9%(-) mind Mental save: +5 (+3 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Icepiety the copper amulet (Around neck)]Icepiety the copper amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes resistances: +3%(-) blight / +3%(-) physical Changes resistances penetration: +5%(-) cold Confusion immunity: +10% (-) Life regen: +2.00 (-) Maximum life: +20.00 (-) Amulets make your neck look great! |
Inventory
[vs. Infusion: Healing (on body)]healing infusion of the duelist (heal 67; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67(+17) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Dexterity 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. Infusion: Healing (on body)]healing infusion of the duelist (heal 66; cd 11) 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: 11(-1) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66(+16) then cleanse 1 wound, poison, and disease effect. Its effects scale with your +Dexterity 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. Infusion: Healing (on body)]healing infusion of the sneak (heal 120; cd 14) 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: 14(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120(+70) then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the sneak (speed 520%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 520% 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. |
movement infusion of the warrior (speed 454%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. 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. Infusion: Regeneration (on body)]This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 60; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60(-40) life over 5 turns. 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. Icepiety the copper amulet (Around neck)]This item will automatically be transmogrified when you leave the level. copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Changes resistances: +0%(-3%) blight / +0%(-3%) physical Changes resistances penetration: +0%(-5%) cold Confusion immunity: +0% (-10%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-20.00) Amulets make your neck look great! |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. plaguebringer's steel battleaxe (Corpses) (20-31 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8(+16.5 - +26.4) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-16) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +7 blight When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talent granted: +0(+-1) Attune Mindstar Disease immunity: +21% Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Corpses Massive two-handed battleaxes. |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]Unerring Scalpel (Corpses) (15-20 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+11.0 - +15.1) Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+7) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+16 eff.) Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. iron dagger (Madness) (10-14 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7(+6.5 - +9.2) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-13) Crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Madness Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul 'Harin' (Shrouds) (41-62 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 41.0 - 61.5(+37.0 - +57.1) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-16) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) Damage (Melee): +8 acid When wielded/worn: Accuracy: +14 (+13 eff.) Armour penetration: +7 Physical power: +7 (+3 eff.) Damage (Melee): 0(-3) mind / 0(-5) darkness Changes stats: +5 Con Changes resistances: +3% lightning Changes resistances penetration: +10% acid / +9% physical / +10% all Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talent granted: +0(+-1) Attune Mindstar Disarm immunity: +14% Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Shrouds Massive two-handed mauls. |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel greatsword of massacre (Shrouds) (38-60 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 37.5 - 60.0(+33.5 - +55.6) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-16) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Accuracy: +9 (+9 eff.) Defense: +7 (+7 eff.) Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talent granted: +0(+-1) Attune Mindstar Disarm immunity: +31% Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Shrouds Massive two-handed swords. |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar (Madness) (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-1.5 - -1.7) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talents granted: +1.00(-) Attune Mindstar Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Madness 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. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar (Madness) (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(-1.5 - -1.7) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talents granted: +1.00(-) Attune Mindstar Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Madness 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. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. mossy mindstar of balance (Nightmares) (3-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(-1.0 - -1.1) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talents granted: +1.00(-) Attune Mindstar Physical save: +3 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.60 Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Nightmares 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. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand, 1 of 2)]mossy mindstar of clarity (Madness) (3-3 power, 12 apr, mind 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(-1.0 - -1.1) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talents granted: +1.00(-) Attune Mindstar Mental save: +3 (+1 eff.) Maximum psi: +11.00 Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Curse of Madness 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. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff of illumination (Shrouds) (15-18 power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+11.0 - +13.6) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-15) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +5 (+5 eff.) Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +15% blight / +0%(-4%) mind / +0%(-3%) darkness Talents granted: +0(+-1) Attune Mindstar +1 Command Staff Mana each turn: +0.11 Maximum mana: +38.00 Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Light radius: +2 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.80 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. horrifying vined mindstar (Madness) (4-4 power, 18 apr, nature damage) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing iron waraxe of massacre (Shrouds) (16-22 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.0 - 22.4(+12.0 - +18.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-16) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 15 damage When wielded/worn: Damage (Melee): 0(-3) mind / 0(-5) darkness Changes damage: +0%(-4%) mind / +0%(-3%) darkness Talent granted: +0(+-1) Attune Mindstar Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Mental crit. chance: +0% (-2%) Curse of Shrouds One-handed war axes. |
[vs. Duathelwild (1 def, 0 armour) (Cloak)]Deepscutter the linen cloak (21 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Armour: +2 Defense: +21 (+19 eff.) (+20 (+18 eff.)) Effects on melee hit: * 10% chance to reduce damage dealt by 21% Damage when hit (Melee): 0(-2) blight / 0(-6) darkness Changes stats: +1 Str / +0(-3) Wil / +2 Con Changes resistances penetration: +0%(-5%) mind Changes damage: +3% darkness / +0%(-9%) mind Mental save: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Duathelwild (1 def, 0 armour) (Cloak)]thick linen cloak of Eldoral (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) (-) Damage when hit (Melee): 0(-2) blight / 0(-6) darkness Changes stats: +1 Dex / +0(-3) Wil / +2 Cun Changes resistances: +10% cold Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-9%) mind Mental save: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +0%(-15%) darkness / +7%(-) all Changes damage: +0%(-10%) darkness Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]linen robe 'Morningjustice' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes resistances: +16%(+1%) darkness / +7%(-) all Changes damage: +6% blight / +11%(+1%) darkness / +6% light Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. mindwoven linen robe of light (+18%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +0%(-15%) darkness / +18% light / +7%(-) all Changes damage: +12% light / +0%(-10%) darkness Mental save: +17 (+9 eff.) (+2 (+1 eff.)) Mindpower: +3 (+1 eff.) (+1 (+0 eff.)) Mental crit. chance: +2% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Nurim the pair of iron boots (0 def, 13 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Changes stats: +5 Wil / +1 Con Changes resistances: +6% fire / +6% cold Blindness immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.insulating pair of iron boots of massiveness (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 Fatigue: +2% Changes stats: +4 Str / +3 Con Changes resistances: +6% fire / +5% cold Changes damage: +5% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of rough leather boots (0 def, 1 armour) 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 A pair of boots made of leather. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. radiant voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +5 Armour: +3 Fatigue: +5% Damage (Melee): 5 light Changes stats: +2 Dex / +0(-4) Wil / +2(-2) Cun Changes resistances: +7% light / +0%(-10%) nature Changes damage: +4% light / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. Abyssvein (0 def, 1 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10 arcane resource burn Changes resistances: +0%(-10%) lightning / +6% blight / +6% fire / +6% nature / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold Reduces incoming crit damage: 15.00% Silence immunity: +10% Confusion immunity: +20% A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. iron helm 'Shimmerbutcher' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 6 arcane Changes resistances: +7%(-3%) lightning / +7% temporal / +0%(-10%) cold / +9% blight Changes damage: +0%(-10%) lightning / +0%(-10%) cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +0%(-10%) lightning / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold Physical save: +10 (+9 eff.) A cap made of leather. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Tideveil the iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 cold Changes resistances: +0%(-15%) darkness / +6% arcane / +0%(-7%) all Changes damage: +0%(-10%) darkness Spell save: +11 (+6 eff.) Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Equilibrium when hit: +0.20 Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of mail. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +0%(-15%) darkness / +0%(-7%) all Changes damage: +0%(-10%) darkness Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of mail. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +0%(-15%) darkness / +0%(-7%) all Changes damage: +0%(-10%) darkness Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Life regen: +2.40 Stamina each turn: +0.70 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of mail. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic cured leather armour of spell shielding (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes resistances: +11%(-4%) darkness / +6% arcane / +12% light / +0%(-7%) all Changes damage: +0%(-10%) darkness Spell save: +11 (+6 eff.) Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +0% (-2%) A suit of armour made of leather. |
[vs. mindwoven linen robe of darkness (+15%) (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour 'Aerezor' (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +2 Str Changes resistances: +32% fire / +0%(-15%) darkness / +0%(-7%) all Changes damage: +0%(-10%) darkness Mental save: +0 (+0 eff.) (-15 (-8 eff.)) Life regen: +1.00 Hate when firing a critical mind attack: +2.00 Maximum life: +20.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Infravision radius: +3 Healing mod.: +12% A suit of armour made of metal plates. |
3 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. |
64 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. |
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. |
iron pickaxe (dig speed 39 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 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: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. Emelamitta (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-9 eff.)) Damage (Melee): 15 Lite Light Burst (radius 1) Damage when hit (Melee): 0(-12) fire Changes resistances: +0%(-14%) fire / +30% light / +0%(-1%) physical Changes damage: +10% light Maximum life: +0.00 (-20.00) Light radius: +5 (+2) Healing mod.: +10% (-10%) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Emelamitta (Light source)]Zisin Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Physical power: +0 (+0 eff.) (-10 (-9 eff.)) Defense: +25 (+21 eff.) Damage when hit (Melee): 0(-12) fire Changes resistances: +0%(-1%) physical / +0%(-14%) fire Physical save: +5 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +0.00 (-20.00) Light radius: +3 (-) Healing mod.: +11% (-9%) 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. Emelamitta (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-9 eff.)) Damage when hit (Melee): 0(-12) fire Changes resistances: +0%(-1%) physical / +0%(-14%) fire Maximum life: +0.00 (-20.00) Light radius: +3 (-) Healing mod.: +0% (-20%) 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. Emelamitta (Light source)]This item will automatically be transmogrified when you leave the level. bright brass lantern of focus Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-9 eff.)) Damage when hit (Melee): 0(-12) fire Changes stats: +3 Wil Changes resistances: +0%(-1%) physical / +0%(-14%) fire Changes damage: +6% mind Maximum life: +0.00 (-20.00) Light radius: +6 (+3) Healing mod.: +0% (-20%) 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Angsty Hank the Thalore Doomed level 11
15th Haze 122nd year of Ascendancy at 06:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Angsty Hank the Thalore Doomed level 10
10th Haze 122nd year of Ascendancy at 07:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Angsty Hank the Thalore Doomed level 9
5th Haze 122nd year of Ascendancy at 17:06 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Angsty Hank the Thalore Doomed level 5
75th Dusk 122nd year of Ascendancy at 02:09 see stats
Log
Talent Dig is ready to use.
Angsty Hank receives 14 healing from Unnatural Body.
Rotting Disease from Yvumina the ghoul hits Angsty Hank for 12 blight damage.
Bleeding from Yvumina the ghoul hits Angsty Hank for 16 physical damage.
Angsty Hank hits Yvumina the ghoul for 8 lightning damage.
Yvumina the ghoul bites poison into Angsty Hank.
You have deflected 2 incoming damage!
Angsty Hank is poisoned!
Angsty Hank HEALS from nature damage!
Yvumina the ghoul hits Angsty Hank for (4 gestured), (2 deflected), 3 nature, 2 healing (3 total damage) [2 healing].
Melee retaliation hits Yvumina the ghoul for 1 blight, 6 fire, 3 darkness (10 total damage).
Angsty Hank uses Infusion: Regeneration.
Angsty Hank starts regenerating health quickly.
You have deflected 2 incoming damage!
Angsty Hank is free from the rotting disease.
You have deflected 5 incoming damage!
Angsty Hank stops bleeding.
Talent Agony is ready to use.
Talent Attune Mindstar is ready to use.
Angsty Hank HEALS from nature damage!
Angsty Hank receives 8 healing from Unnatural Body.
Poison from Yvumina the ghoul hits Angsty Hank for (2 deflected), 3 nature, 2 healing (3 total damage) [2 healing].
Rotting Disease from Yvumina the ghoul hits Angsty Hank for (5 deflected), 7 blight (7 total damage).
Angsty Hank hits Yvumina the ghoul for 8 lightning damage.
Angsty Hank hits Ghoul for 8 lightning damage.
You have deflected 13 incoming damage!
Yvumina the ghoul hits Angsty Hank for (4 gestured), (13 deflected), 32 physical (32 total damage).
Melee retaliation hits Yvumina the ghoul for 1 blight, 6 fire, 3 darkness (11 total damage).
Angsty Hank the level 12 thalore doomed was mauled to death by Yvumina the ghoul on level 2 of Scintillating Caves.















































































