Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Weird Wyrmic 1.2.5My own take at wyrmics. Spellsword 1.2.5This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.4: Revised high level play for ToME 1.2.4Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.2.4Official 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:
Turtle race 1.2.3This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Extra Dungeons 1.2.3In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." ZOmnibus Addon Pack 1.2.0Combines 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Gray's Illusions 1.2.4Alright, so this is two parts. A new zone, and a new class that you unlock by finishing said zone. Illusory Wood Trickster Feel free to offer suggestions/feedback/whatever. Enhanced Object Compare 1.1.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steamtech UI 1.1.4 Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Archreaver 1.2.3Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. The lost city of Vulcus 1.3 1.2.4The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Doge Race 1.2.2Wow! Such doge! Much loot. Wow. Items Vault 1.2.0Donators/Buyers bonus! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Illim race 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Dwarf |
Class | Cursed |
Level / Exp | 8 / 98% |
Size | medium |
Lifes / Deaths | Killed by orc soldier at level 2 on the 17th Voratun 122nd year of Ascendancy at 18:45 0 / 5Killed by Ce'Namiretta the king cobra at level 6 on the 15th Profit 122nd year of Ascendancy at 17:44 Killed by Islumira the dozing giant venus flytrap at level 7 on the 19th Profit 122nd year of Ascendancy at 23:08 Killed by Islumira the dozing giant venus flytrap at level 7 on the 20th Profit 122nd year of Ascendancy at 03:10 Killed by Glymira the elven tempest at level 8 on the 27th Wealth 122nd year of Ascendancy at 03:57 |
Primary Stats
Strength | 34 (base 22) |
Dexterity | 10 (base 10) |
Constitution | 24 (base 17) |
Magic | 11 (base 10) |
Willpower | 33 (base 24) |
Cunning | 14 (base 10) |
Resources
Life | -20/329 |
Mana | 156/257 |
Hate | 100/100 |
Healing Factor | 1.1487402830728 |
Regeneration | 2.2400435519919 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
See Invisible | 6 |
Offense: Mainhand
Damage | 35 |
Accuracy | 27 |
Crit Chance | 13% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 24.35 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 20.19 (73.452380952381%) |
Defense | 20.5 |
Ranged Defense | 24.5 |
Fatigue | 12 |
Physical Save | 30.266483810797 |
Spell Save | 20.316483810797 |
Mental Save | 23.225 |
Defense: Resistances
All | -20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical effects and reduce all damage taken by 17% for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 204 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Class Talents
Cursed / Strife | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Gloom | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Chant of Fortitude |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
detrimental effect | The target is on fire, taking 18.89 fire damage per turn. Burning |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -2 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -2 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +7% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) (Corpses) traveler's pair of iron boots of uncanny dodging (2 def, 3 armour) (Corpses)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 Ranged Defense: +3 Fatigue: -3% Maximum encumbrance: +20 Physical save: +5 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | survivor's brass lantern of focus survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Physical save: +5 Light radius: +2 Healing mod.: +10% 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 | clarifying linen wizard hat (1 def, 0 armour) (Misfortune) clarifying linen wizard hat (1 def, 0 armour) (Misfortune)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Cun Mental save: +5 Curse of Misfortune A pointy cloth hat, very wizardly... |
On hands | steady iron gauntlets of dexterity (+2) (0 def, 1 armour) (Shrouds) steady iron gauntlets of dexterity (+2) (0 def, 1 armour) (Shrouds)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +17 Armour: +1 Changes stats: +2 Dex Physical save: +5 Mental save: +5 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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. |
On fingers | rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Rings can have magical properties. |
Around neck | restful copper amulet of strength (+3) restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +0.90 Amulets can have magical properties. |
In main hand | Skullcleaver (20-28 power, 4 apr) (Corpses) Skullcleaver (20-28 power, 4 apr) (Corpses)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | grounding rough leather belt of life (Corpses) grounding rough leather belt of life (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Life regen: +0.80 Healing mod.: +12% Curse of Corpses A belt that goes around your waist. |
In off hand | icy iron shield (4 def, 2 armour, 17 block) (Nightmares) icy iron shield (4 def, 2 armour, 17 block) (Nightmares)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 5 cold Damage when hit (Melee): 10 ice Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour) (Shrouds) resilient linen cloak of Iron Throne (1 def, 0 armour) (Shrouds)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +1 Con Maximum life: +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | spiked steel mail armour of cold resistance (2 def, 6 armour) (Madness) spiked steel mail armour of cold resistance (2 def, 6 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when hit (Melee): 10 physical Changes resistances: +16% cold Curse of Madness A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. insidious poison infusion of the warrior (21 nature damage, 20% healing reduction)insidious poison infusion of the warrior (21 nature damage, 20% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.00 nature damage per turns for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 ability. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
This item will automatically be transmogrified when you leave the level. warrior's copper amulet of strength (+3)warrior's copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. iron battleaxe of sweeping (13.5-20.25 power, 1 apr) (Corpses)iron battleaxe of sweeping (13.5-20.25 power, 1 apr) (Corpses) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Curse of Corpses * Grants [Sweeping Blows] Talent Massive two-handed battleaxes. |
elm club of life (14-19.6 power, 2 apr) (Nightmares) elm club of life (14-19.6 power, 2 apr) (Nightmares)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / club ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. ash club 'Zikalthorain' (21.5-30.1 power, 3 apr) (Shrouds)ash club 'Zikalthorain' (21.5-30.1 power, 3 apr) (Shrouds) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / club ; tier 2 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 111% When wielded/worn: Accuracy: +7 Changes stats: +3 Dex / +2 Mag / +2 Con Reduces incoming crit damage: 5.00% Curse of Shrouds Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. arcing iron dagger of projection (10-13 power, 5 apr) (Shrouds)arcing iron dagger of projection (10-13 power, 5 apr) (Shrouds) Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 mind / +5 lightning Curse of Shrouds It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of erosion (10.5-13.65 power, 5 apr) (Madness)iron dagger of erosion (10.5-13.65 power, 5 apr) (Madness) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +4 temporal Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. blooming elm greatclub (16-24 power, 1 apr) (Corpses)blooming elm greatclub (16-24 power, 1 apr) (Corpses) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +8 Curse of Corpses Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. Splendourripper the ash greatclub (30.5-45.75 power, 2 apr) (Madness)Splendourripper the ash greatclub (30.5-45.75 power, 2 apr) (Madness) Requires: - Strength 16 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / greatclub ; tier 2 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 nature / +4 light Burst (radius 2) on crit: +4 temporal When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 temporal Light radius: +1 Curse of Madness Massive two-handed clubs. |
This item will automatically be transmogrified when you leave the level. balanced iron greatmaul of sweeping (15.5-23.25 power, 1 apr) (Corpses)balanced iron greatmaul of sweeping (15.5-23.25 power, 1 apr) (Corpses) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +7 Defense: +9 Curse of Corpses * Grants [Sweeping Blows] Talent Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Xanawyn the steel greatmaul (27-40.5 power, 2 apr) (Madness)Xanawyn the steel greatmaul (27-40.5 power, 2 apr) (Madness) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +10 light / +8 arcane Damage against: +13% Undead When wielded/worn: Accuracy: +9 Defense: +9 Changes stats: +2 Dex Reduces incoming crit damage: 5.00% Spell save: +3 Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. hateful iron greatsword of sweeping (13-20.8 power, 1 apr) (Misfortune)hateful iron greatsword of sweeping (13-20.8 power, 1 apr) (Misfortune) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Curse of Misfortune * Grants [Sweeping Blows] Talent Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. piercing iron longsword of massacre (15.5-21.7 power, 2 apr) (Shrouds)piercing iron longsword of massacre (15.5-21.7 power, 2 apr) (Shrouds) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +2 Physical crit. chance: +5.5% Attack speed: 100% Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) (Shrouds)mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) (Shrouds) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.60 Maximum life: +10.00 Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. cruel elm starstaff of illumination (10-12 power, 2 apr, temporal element) (Misfortune)cruel elm starstaff of illumination (10-12 power, 2 apr, temporal element) (Misfortune) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +6.0% Defense: +5 Effects on melee hit: * 5% chance to blind Changes damage: +10% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 Spell crit. chance: +1% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 31.49 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent elm magestaff (13-15.6 power, 2 apr, arcane element) (Corpses)potent elm magestaff (13-15.6 power, 2 apr, arcane element) (Corpses) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +13% arcane Talent granted: +1 Command Staff Spellpower: +5 Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm magestaff (10-12 power, 2 apr, fire element) (Shrouds)shimmering elm magestaff (10-12 power, 2 apr, fire element) (Shrouds) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +3 Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Ivalaith the Gloomwisp (15-18 power, 3 apr, cold element) (Misfortune)Ivalaith the Gloomwisp (15-18 power, 3 apr, cold element) (Misfortune) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Accuracy: +7 Physical crit. chance: +6.0% Physical power: +7 Changes damage: +6% darkness / +15% cold Talent granted: +1 Command Staff Critical mult.: +8.00% Mana each turn: +0.16 Maximum mana: +31.00 Maximum psi: +20.00 Spellpower: +12 Spell crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Anyhir (20-24 power, 4 apr, fire element) (Corpses)Anyhir (20-24 power, 4 apr, fire element) (Corpses) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Damage (Melee): 20 fire Changes resistances: +12% acid Changes damage: +20% fire Talent granted: +1 Command Staff Critical mult.: +26.00% Mana each turn: +0.08 Spellpower: +15 Spell crit. chance: +10% See invisible: +10 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. balanced iron swordbreaker of denial (3.5-4.55 power, 2 apr) (Shrouds)balanced iron swordbreaker of denial (3.5-4.55 power, 2 apr) (Shrouds) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. 0.70 Ego Multiplier. Type: weapon / swordbreaker ; tier 1 Base power: 3.5 - 4.5 Uses stats: 40% Dex, 40% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +4 Defense: +7 Reduce damage by fixed amount: +2 all Curse of Shrouds A small blade with many notches along its edge. |
This item will automatically be transmogrified when you leave the level. woodsman's iron waraxe of persecution (10.5-14.7 power, 2 apr) (Nightmares)woodsman's iron waraxe of persecution (10.5-14.7 power, 2 apr) (Nightmares) Requires: - Strength 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature Damage against: +5% Plants / +5% Unnatural When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% nature Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. rough leather sling (Misfortune)rough leather sling (Misfortune) Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. rough leather sling (Corpses)rough leather sling (Corpses) Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. barbed pouch of iron shots of daylight (16/16, 16.5-19.8 power, 1 apr)barbed pouch of iron shots of daylight (16/16, 16.5-19.8 power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 16.5 - 19.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 16 On weapon crit: * wounds the target Damage (Ranged): +5 light / +5 bleed Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. pouch of iron shots of accuracy (15/15, 13.5-16.2 power, 1 apr)pouch of iron shots of accuracy (15/15, 13.5-16.2 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 15 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. tundral pouch of iron shots of accuracy (22/22, 14.5-17.4 power, 1 apr)tundral pouch of iron shots of accuracy (22/22, 14.5-17.4 power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 22 Damage (Ranged): +11 cold Burst (radius 2) on crit: +6 cold Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. reinforced iron buckler (Misfortune)reinforced iron buckler (Misfortune) Requires: - Strength 10 - Dexterity 10 Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 1 When wielded/worn: Physical crit. chance: +1.5% Armour: +4 Defense: +4 Fatigue: +3% Talent granted: +1 Guard Curse of Misfortune Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. reinforced iron buckler (Nightmares)reinforced iron buckler (Nightmares) Requires: - Strength 10 - Dexterity 10 Crafted by a master 3.00 Encumbrance. Type: armor / buckler ; tier 1 When wielded/worn: Physical crit. chance: +1.5% Armour: +5 Defense: +4 Fatigue: +3% Talent granted: +1 Guard Curse of Nightmares Small handheld shield used for deflecting blows and misdirecting opponents. |
This item will automatically be transmogrified when you leave the level. spellwoven linen robe (0 def, 0 armour) (Corpses)spellwoven linen robe (0 def, 0 armour) (Corpses) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Spell save: +16 Spellpower: +3 Spell crit. chance: +3% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of evasion (10 def, 1 armour) (Shrouds)pair of rough leather boots of evasion (10 def, 1 armour) (Shrouds) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +10 Fatigue: +1% Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 17% chance to completely evade them and granting you 6 defense for 9 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. blighted rough leather gloves of strength (+2) (0 def, 1 armour) (Misfortune)blighted rough leather gloves of strength (+2) (0 def, 1 armour) (Misfortune) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 Armour: +1 Damage (Melee): 5 blight Changes stats: +2 Str Changes resistances: +5% blight Changes damage: +3% blight Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. naturalist's rough leather gloves (0 def, 1 armour) (Misfortune)naturalist's rough leather gloves (0 def, 1 armour) (Misfortune) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Changes resistances: +6% nature Changes damage: +4% nature Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. restful rough leather gloves (0 def, 1 armour) (Shrouds)restful rough leather gloves (0 def, 1 armour) (Shrouds) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +12.00 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. sand iron gauntlets (0 def, 6 armour) (Madness)sand iron gauntlets (0 def, 6 armour) (Madness) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes damage: +4% physical Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. aegis linen wizard hat (1 def, 0 armour) (Shrouds)aegis linen wizard hat (1 def, 0 armour) (Shrouds) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Life regen: +1.60 Damage Shield Power: +5% Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. linen wizard hat of darkness (+16%) (1 def, 0 armour) (Shrouds)linen wizard hat of darkness (+16%) (1 def, 0 armour) (Shrouds) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Changes resistances: +16% darkness Changes damage: +11% darkness Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened iron mail armour (2 def, 9 armour) (Shrouds)hardened iron mail armour (2 def, 9 armour) (Shrouds) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 Fatigue: +12% Changes resistances: +6% acid / +6% physical / +6% fire / +5% cold / +6% lightning Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant iron mail armour (2 def, 4 armour) (Corpses)radiant iron mail armour (2 def, 4 armour) (Corpses) Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when hit (Melee): 5 light Changes stats: +1 Wil Changes resistances: +10% blight / +10% darkness Light radius: +1 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. stralite mail armour of cold resistance (4 def, 8 armour) (Corpses)stralite mail armour of cold resistance (4 def, 8 armour) (Corpses) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 Fatigue: +16% Changes resistances: +19% cold Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. cleansing rough leather armour (1 def, 2 armour) (Nightmares)cleansing rough leather armour (1 def, 2 armour) (Nightmares) Requires: - Strength 10 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Changes resistances: +10% nature / +10% blight Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (1 def, 2 armour) (Shrouds)spiked rough leather armour of acid resistance (1 def, 2 armour) (Shrouds) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% acid Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of acid resistance (1 def, 2 armour) (Corpses)spiked rough leather armour of acid resistance (1 def, 2 armour) (Corpses) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 10 physical Changes resistances: +15% acid Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked rough leather armour of fire resistance (1 def, 2 armour) (Shrouds)spiked rough leather armour of fire resistance (1 def, 2 armour) (Shrouds) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when hit (Melee): 11 physical Changes resistances: +16% fire Curse of Shrouds A suit of armour made of leather. |
spiked iron plate armour (3 def, 7 armour) (Misfortune) spiked iron plate armour (3 def, 7 armour) (Misfortune)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when hit (Melee): 10 physical Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked steel plate armour of lightning resistance (4 def, 9 armour) (Madness)spiked steel plate armour of lightning resistance (4 def, 9 armour) (Madness) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when hit (Melee): 12 physical Changes resistances: +16% lightning Curse of Madness A suit of armour made of metal plates. |
stralite plate armour of temporal resistance (7 def, 13 armour) (Nightmares) stralite plate armour of temporal resistance (7 def, 13 armour) (Nightmares)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 Fatigue: +26% Changes resistances: +19% temporal Curse of Nightmares A suit of armour made of metal plates. |
flaming iron shield (4 def, 2 armour, 20.5 block) (Misfortune) flaming iron shield (4 def, 2 armour, 20.5 block) (Misfortune)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Damage (Melee): 5 fire Damage when hit (Melee): 10 fire Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield (4 def, 6 armour, 43 block) (Shrouds)reinforced iron shield (4 def, 6 armour, 43 block) (Shrouds) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
2 agate 2 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 Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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, costing 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. |
iron torque of kinetic psionic shield [power 23] (20 cooldown) iron torque of kinetic psionic shield [power 23] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. Tarrubers [power 50] (29 cooldown)Tarrubers [power 50] (29 cooldown) Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Fatigue: -2% Changes resistances penetration: +10% arcane Spellpower on spell critical (stacks up to 3 times): +6 It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 50%, placing all other charms into a 29 cooldown. When used: 100% chance to regenerate 8 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Alex the Dwarf Cursed level 8
34th Profit 122nd year of Ascendancy at 19:53 see stats
By Alex the Dwarf Cursed level 4
20th Voratun 122nd year of Ascendancy at 22:10 see stats
By Alex the Dwarf Cursed level 6
8th Profit 122nd year of Ascendancy at 16:28 see stats
Log
Rested for 25 turns (stop reason: all resources and life at maximum).
Alex picks up (j.): Splendourripper the ash greatclub (30.5-45.75 power, 2 apr) (Madness).
Alex picks up (w.): barbed pouch of iron shots of daylight (16/16, 16.5-19.8 power, 1 apr).
Alex picks up (I.): linen wizard hat of darkness (+16%) (1 def, 0 armour) (Shrouds).
Alex picks up (t.): balanced iron swordbreaker of denial (3.5-4.55 power, 2 apr) (Shrouds).
Alex picks up (K.): hardened iron mail armour (2 def, 9 armour) (Shrouds).
Alex picks up (V.): reinforced iron shield (4 def, 6 armour, 43 block) (Shrouds).
Alex picks up (n.): piercing iron longsword of massacre (15.5-21.7 power, 2 apr) (Shrouds).
Glymira the elven tempest casts Phase Door.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Glymira the elven tempest casts Lightning.
You fight through the pain! (+13 hate)
Glymira the elven tempest hits Alex for 122 lightning damage.
Glymira the elven tempest casts Cold Flames.
Glymira the elven tempest casts Flame.
You fight through the pain! (+4 hate)
Alex is on fire!
Burning from Glymira the elven tempest hits Alex for 21 fire damage.
Glymira the elven tempest's Flame hits Alex for 62 fire damage.
Glymira the elven tempest hits Alex for 12 lightning damage.
Glymira the elven tempest casts Lightning.
Your hatred grows even as your life fades! (+20 hate)
Saving game...