Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's Bosses Gone AWOL 1.2.2The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 131 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Voroseba the gigantic corrosive tunneler at level 107 on the 52nd Haze 122nd year of Ascendancy at 20:20 6 / 1 |
Primary Stats
| Strength | 46 (base 20) |
| Dexterity | 65 (base 20) |
| Constitution | 69 (base 12) |
| Magic | 165 (base 137) |
| Willpower | 115 (base 62) |
| Cunning | 210 (base 131) |
Resources
| Mana | 1082/1082 |
| Psi | 235/235 |
| Vim | 637/637 |
| Life | 4073/4073 |
| Positive | 176/420 |
| Stamina | 752/752 |
| Equilibrium | 20 |
| Healing Factor | 1.39 |
| Regeneration | 9.6605 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +192.67409552449% |
Vision
| Sight | 10 |
| Lite | -999 |
| Infravision | 20 |
| See Invisible | 37 |
| Stealth | 108.05912200762 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 282 |
| Accuracy | 71 |
| Crit Chance | 118% |
| APR | 46 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 101 |
| Crit Chance | 98% |
| Speed | 1 |
| Cooldown Reduction | 26.666666666667 |
Offense: Mind
| Mindpower | 82.5 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| All | +6% |
Defense: Base
| Armour (hardiness) | 49 (30%) |
| Defense | 92.794455879019 |
| Ranged Defense | 95.594455879019 |
| Fatigue | 0 |
| Physical Save | 101.92916666667 |
| Spell Save | 94.665 |
| Mental Save | 95.815 |
Defense: Resistances
| All | + 47%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Teleport Resistance | 10% |
| Confusion Resistance | 90% |
| Silence Resistance | 65% |
| Knockback Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 542 damage for 8 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% over 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Meta | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Stealth | 1.00 |
| 11/5 |
| 12/5 |
| 3/5 |
| 12/5 |
| Corruption / Blight | 1.00 |
| 12/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 12/5 |
| Spell / Fire | 1.00 |
| 1/5 |
| 1/5 |
| 11/5 |
| 2/5 |
| Spell / Explosive admixtures | 1.00 |
| 11/5 |
| 5/5 |
| 11/5 |
| 0/5 |
| Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 7/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 12/5 |
Generic Talents
| Celestial / Light | 1.00 |
| 6/5 |
| 5/5 |
| 12/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 6/5 |
| 7/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 8/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Elemental Harmony |
| talent | Stealth |
| talent | Dark Ritual |
| talent | Arcane Shield |
| talent | Chant of Resistance |
| talent | Shielding |
| talent | Burning Wake |
| talent | Crystalline Focus |
| talent | Quicken Spells |
| talent | Essence of Speed |
| talent | Spellcraft |
| talent | Wildfire |
| talent | Beyond the Flesh |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 76. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within | done |
Equipment
| Psionic focus | yew magestaff 'Elura' (120% power, 5 apr, physical element) yew magestaff 'Elura' (120% power, 5 apr, physical element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +8 arcane When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Defense: +45 (+9 eff.) Damage (Melee): 23 fire / 29 arcane / 17 % chance of confusion Damage when hit (Melee): 12 physical Changes stats: +11 Mag / +7 Wil / +8 Cun / +15 Con Changes resistances: +3% physical Maximum wards: +2 physical Changes resistances penetration: +10% physical Changes damage: +20% physical Talents granted: +4 Ward +1 Command Staff Critical mult.: +52.00% Life regen: +1.40 Stamina each turn: +0.40 Mana each turn: +0.78 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +20.00 Maximum mana: +203.00 Maximum vim: +37.00 Maximum neg.energy: +35.00 Spellpower: +77 (+13 eff.) Spell crit. chance: +3% See invisible: +20 Healing mod.: +21% Damage Shield penetration: +68% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Quiver | 547 alchemist agate 547 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. |
| Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
| On head | Merostir the Miresweeper (9 def, 9 armour) Merostir the Miresweeper (9 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Physical power: +5 (+1 eff.) Armour: +9 Defense: +9 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 8 physical Changes stats: +12 Str / +19 Dex / +7 Wil / +19 Cun / +15 Con Changes resistances: +10% cold / +19% darkness / +9% nature / +14% blight / +11% fire / +3% mind / -9% light Physical save: +3 (+0 eff.) Spell save: +10 (+2 eff.) Mental save: +35 (+7 eff.) Silence immunity: +15% Stun/Freeze immunity: +10% Life regen: +4.30 Only die when reaching: -20.00 life Infravision radius: +3 It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1012.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | pair of drakeskin leather boots 'Unlightnail' (69 def, 11 armour) pair of drakeskin leather boots 'Unlightnail' (69 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +69 (+13 eff.) Fatigue: -4% Changes stats: +4 Mag / +10 Wil / +6 Cun / +12 Con Changes resistances: +12% acid / +1% physical / +6% darkness / +3% blight / +14% fire / +6% mind / +15% cold Changes resistances penetration: +10% physical Changes damage: +6% arcane Reduces incoming crit damage: 5.00% Maximum encumbrance: +50 Physical save: +39 (+6 eff.) Mental save: +25 (+5 eff.) Blindness immunity: +5% Silence immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +52% Mindpower: +9 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
| Tool | quiet steel torque of clear mind [power 2] (10 cooldown) quiet steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Emelokira the Shimmerhacker Emelokira the ShimmerhackerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +20 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour * 31% chance to disease Damage when hit (Melee): 16 lightning Changes stats: +7 Str / +12 Wil / +12 Cun / +6 Con Changes resistances: +12% blight Changes resistances penetration: +5% lightning Changes damage: +9% acid / +6% all Mental save: +9 (+2 eff.) Confusion immunity: +30% Life regen: +1.00 Maximum life: +47.00 Spellpower: +11 (+2 eff.) Mindpower: +28 (+6 eff.) Healing mod.: +18% Rings can have magical properties. |
| On fingers | rogue's copper ring of misery rogue's copper ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +6 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| Around neck | Bleaksweeper BleaksweeperInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +18% mind Changes resistances penetration: +15% mind Changes damage: +9% darkness Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +21% Amulets can have magical properties. |
| In main hand | infernal dragonbone starstaff (136% power, 6 apr, physical element) infernal dragonbone starstaff (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +28.00% Spellpower: +22 (+4 eff.) Spell crit. chance: +5% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's voratun gauntlets of war-making (0 def, 3 armour) alchemist's voratun gauntlets of war-making (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Armour: +3 Damage (Melee): 7 acid / 4 fire / 6 cold / 5 lightning Changes stats: +3 Mag / +2 Wil Critical mult.: +8.00% Spell crit. chance: +12% Mental crit. chance: +12% Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Khelofang KhelofangPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +29 (+6 eff.) Ranged Defense: +14 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +18 Dex / +6 Mag / +6 Wil / +16 Cun / +19 Lck Changes resistances: +10% acid / +18% temporal / +12% fire / +10% cold / +25% lightning Critical mult.: +12.00% Trap disarming bonus: +52 Stealth bonus: +29 Physical save: +24 (+4 eff.) Mental save: +15 (+3 eff.) Disease immunity: +10% Knockback immunity: +10% Teleport immunity: +10% Only die when reaching: -60.00 life Spellpower: +12 (+2 eff.) Spell crit. chance: +6% Mental crit. chance: +11% Infravision radius: +10 A belt that goes around your waist. |
| Cloak | Bokydunagas (41 def, 0 armour) Bokydunagas (41 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +27 Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Defense: +41 (+8 eff.) Fatigue: -5% Damage when hit (Melee): 20 mind Changes stats: +7 Str / +8 Dex / +4 Mag / +9 Wil / +12 Cun / +7 Con Changes resistances: +16% fire / +18% temporal / +17% light / +22% darkness Changes damage: +9% mind / +21% arcane Grants telepathy: Dragon Critical mult.: +22.00% Stealth bonus: +21 Physical save: +43 (+7 eff.) Spell save: +11 (+2 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +0.08 Maximum life: +79.00 Maximum mana: +104.00 Maximum psi: +30.00 Spellpower: +8 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +9% Defense after a teleport: +18 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Toridesachak the elven-silk robe (9 def, 4 armour) Toridesachak the elven-silk robe (9 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Fatigue: -2% Changes stats: +2 Con Changes resistances: +11% lightning / +18% physical / +34% darkness / +11% fire / +11% blight / +12% cold / +22% mind / +11% light Changes resistances penetration: +18% darkness / +20% physical Changes damage: +9% blight / +35% physical / +17% darkness Physical save: +87 (+14 eff.) Spell save: +79 (+14 eff.) Mental save: +61 (+11 eff.) Stamina each turn: +0.60 Mana when firing critical spell: +2.00 Maximum hate: +15.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 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 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (680% speed; 5 turns) movement infusion of the psychic (680% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 294 for 8 turns)shielding rune (absorb 294 for 8 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 294 damage for 8 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 291 for 6 turns) shielding rune (absorb 291 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 291 damage for 6 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 395 for 3 turns) shielding rune of the psychic (absorb 395 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 395 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ragydil RagydilInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Con Changes resistances: +12% light / +13% darkness Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +12% acid Physical save: +7 (+1 eff.) Blindness immunity: +23% Life regen: +0.80 Maximum life: +31.00 Amulets can have magical properties. |
archmage's copper amulet of perfection (0.16 Psionic / Finer energy manipulations,0.16 Corruption / Bone) archmage's copper amulet of perfection (0.16 Psionic / Finer energy manipulations,0.16 Corruption / Bone)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Talent masteries: +0.16 Psionic / Finer energy manipulations +0.16 Corruption / Bone Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Delosin DelosinInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +3 Dex / +1 Wil / +2 Cun Changes resistances: +5% arcane / +20% fire Changes damage: +10% fire Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 See invisible: +12 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
copper ring 'Glybreramina' copper ring 'Glybreramina'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease * 11% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 6 bleed Changes stats: +1 Cun Changes resistances: +22% cold Changes resistances penetration: +20% blight Changes damage: +6% blight / +11% cold Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
marksman's copper ring of lightning (+22%) marksman's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
solipsist's gold ring of speed solipsist's gold ring of speedCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +11 (+2 eff.) Changes stats: +7 Cun / +7 Wil Mindpower: +11 (+2 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger (103% power, 6 apr)acidic steel dagger (103% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 27% Wil, 50% Mag, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. inquisitor's dwarven-steel waraxe of projection (122% power, 4 apr)inquisitor's dwarven-steel waraxe of projection (122% power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 19 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +14 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
Stokewrack the drakeskin leather belt Stokewrack the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +10.0% Physical power: +6 (+1 eff.) Armour: +11 Defense: +21 (+4 eff.) Fatigue: -9% Damage when hit (Melee): 12 mind / 16 fire Changes stats: +3 Str / +6 Dex / +5 Wil / +5 Cun / +10 Lck Changes resistances: +10% acid / +3% physical / +10% cold / +9% fire / +9% mind / +6% lightning Changes resistances penetration: +17% physical Changes damage: +19% physical Reduced damage from: +74% Summoned Critical mult.: +20.00% Trap disarming bonus: +30 Stealth bonus: +28 Maximum encumbrance: +60 Physical save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Maximum life: +272.00 Maximum mana: +73.00 Maximum stamina: +61.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +37.00 Maximum neg.energy: +40.00 Mindpower: +11 (+2 eff.) Infravision radius: +6 Reduces paradox anomalies(equivalent to willpower): +18 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Stormspiker StormspikerInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +9.0% Physical power: +11 (+2 eff.) Armour: +14 Defense: +32 (+6 eff.) Changes stats: +3 Con Changes resistances: +17% lightning / +15% temporal Changes damage: +6% lightning Critical mult.: +13.00% Stealth bonus: +12 Physical save: +36 (+6 eff.) Life regen: +3.60 Mindpower: +8 (+2 eff.) Healing mod.: +38% A belt that goes around your waist. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun / +1 Dex Maximum life: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Betheriawen (0 def, 22 armour) Betheriawen (0 def, 22 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +22 Fatigue: +4% Changes stats: +5 Cun / +5 Con Changes resistances: +13% acid / +9% darkness / +8% fire / +12% cold / +25% lightning Physical save: +65 (+11 eff.) Spell save: +9 (+2 eff.) Mental save: +35 (+7 eff.) Blindness immunity: +5% Cut immunity: +5% Stamina each turn: +1.10 Only die when reaching: -80.00 life Maximum stamina: +23.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sootstinger the pair of voratun boots (13 def, 5 armour) Sootstinger the pair of voratun boots (13 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +13 (+3 eff.) Ranged Defense: +19 (+4 eff.) Fatigue: +4% Changes resistances: +24% lightning / +26% temporal / +3% darkness / +6% fire / +5% arcane Changes resistances penetration: +14% physical Changes damage: +6% darkness Physical save: +13 (+2 eff.) Spell save: +40 (+8 eff.) Mental save: +15 (+3 eff.) Teleport immunity: +25% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xerobeth the pair of iron boots (4 def, 3 armour) Xerobeth the pair of iron boots (4 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes stats: +2 Str / +1 Con Changes resistances: +7% fire / +7% cold Changes resistances penetration: +5% physical Changes damage: +12% physical Maximum encumbrance: +10 Maximum stamina: +15.00 Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Borelegen the Lightbraid (0 def, 1 armour) Borelegen the Lightbraid (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 blight Changes stats: +2 Str / +3 Dex / +1 Wil / +1 Cun Changes resistances: +5% blight Changes resistances penetration: +5% light Changes damage: +4% blight Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +23% See invisible: +3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Undeathsun the iron gauntlets (0 def, 1 armour) Undeathsun the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 cold Changes resistances: +9% lightning / +30% cold / +9% nature Changes damage: +6% arcane / +5% cold Grants telepathy: Dragon Stun/Freeze immunity: +5% Only die when reaching: -100.00 life Metal gloves protecting the hands up to the middle of the lower arm. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 80.63 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
This item will automatically be transmogrified when you leave the level. hardened leather cap of sanctity (0 def, 3 armour)hardened leather cap of sanctity (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +11% blight / +11% darkness Spell save: +11 (+2 eff.) Mental save: +11 (+2 eff.) It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. impervious steel shield of crushing (6 def, 9 armour, 97 block)impervious steel shield of crushing (6 def, 9 armour, 97 block) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +9 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +5 Con Talent granted: +2 Block Physical save: +9 (+2 eff.) Handheld deflection devices. |
10 agate 10 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of Reknor (dig speed 19 turns) iron pickaxe of Reknor (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Sparkcrypt' brass lantern 'Sparkcrypt'Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +4 Wil Changes resistances: +5% arcane / +3% nature / +3% darkness Critical mult.: +11.00% Physical save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Disease immunity: +10% Light radius: +2 See stealth: +8 See invisible: +6 Healing mod.: +14% 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. |
bright brass lantern of corpselight bright brass lantern of corpselightPowered by arcane forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% blight / +7% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +5 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 31 blight damage or heals 40 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
preserving brass lantern of clarity preserving brass lantern of clarityInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight Mental save: +5 (+1 eff.) Life regen: +1.20 Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's alchemist's lamp of the moons void-walker's alchemist's lamp of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +8% cold / +11% light / +8% temporal Changes damage: +11% darkness Damage affinity(heal): +5% darkness Light radius: +3 Infravision radius: +4 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 343.28 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 after 40 turns, 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. |
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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel torque of kinetic psionic shield [power 93] (20 cooldown)dwarven-steel torque of kinetic psionic shield [power 93] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield 'Puswell' [power 91] (22 cooldown) dwarven-steel torque of kinetic psionic shield 'Puswell' [power 91] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 light Changes stats: +4 Cun / +1 Wil Changes resistances: +6% nature Maximum wards: +5 physical / +7 mind / +7 darkness Changes damage: +3% mind Talents cooldown: Telekinetic Blast (+15 turn) Silence (+10 turn) Talents granted: +8 Telekinetic Blast +2 Ward +7 Silence Equilibrium when hit: +0.12 Maximum hate: +4.00 Mindpower: +6 (+1 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 91 for 7 turns, putting all charms on cooldown for 22 turns. When used: 100% chance to regenerate 6 psi. Torques are made by powerful psionics to store psionic powers. |
telekinetic dwarven-steel torque of mindblast [power 185] (6 cooldown) telekinetic dwarven-steel torque of mindblast [power 185] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to fire a blast of psionic energies in a range 10 beam (dam 92-185), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Galuhir the Shockbreaker [power 4] (11 cooldown) Galuhir the Shockbreaker [power 4] (11 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +12% lightning / +5% arcane / +9% blight Maximum wards: +7 acid / +11 nature / +11 light Changes resistances penetration: +5% lightning / +5% arcane / +10% blight Changes damage: +3% blight / +9% lightning Talent granted: +3 Ward It can be used to remove up to 4 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
tentacled ash totem of cure ailments [power 2] (10 cooldown) tentacled ash totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 2 poisons or diseases from a target within range 10 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Chargebutcher [power 105] (14 cooldown) Chargebutcher [power 105] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Cun / +4 Mag Changes resistances: +3% temporal Maximum wards: +9 lightning / +10 temporal / +5 blight / +8 fire / +10 cold Changes resistances penetration: +10% lightning Grants telepathy: Humanoid/Orc Talents granted: +4 Strike +2 Ward Reduces incoming crit damage: 5.00% Maximum vim: +15.00 It can be used to disarm traps (105 disarm power, Magic) along a range 5 line, putting all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (6 cooldown) elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
38 alchemist citrine 38 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed.By UniAd the Cornac Adventurer level 55
10th Haze 122nd year of Ascendancy at 16:48 see stats
Exterminator (Nightmare (Adventure) difficulty) (Uniques)
Killed 1000 creatures.By UniAd the Cornac Adventurer level 113
53rd Haze 122nd year of Ascendancy at 04:22 see stats
Fast Curse Dispel (Nightmare (Adventure) difficulty) (Uniques)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By UniAd the Cornac Adventurer level 55
10th Haze 122nd year of Ascendancy at 16:48 see stats
Fear me not! (Nightmare (Adventure) difficulty) (Uniques)
Survived the Fearscape!By UniAd the Cornac Adventurer level 64
23rd Haze 122nd year of Ascendancy at 03:17 see stats
Home sweet home (Nightmare (Adventure) difficulty) (Uniques)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By UniAd the Cornac Adventurer level 91
44th Haze 122nd year of Ascendancy at 13:49 see stats
Level 10 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 10.By UniAd the Cornac Adventurer level 10
9th Flare 122nd year of Ascendancy at 10:47 see stats
Level 20 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 20.By UniAd the Cornac Adventurer level 20
29th Dusk 122nd year of Ascendancy at 06:17 see stats
Level 30 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 30.By UniAd the Cornac Adventurer level 30
53rd Dusk 122nd year of Ascendancy at 14:03 see stats
Level 40 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 40.By UniAd the Cornac Adventurer level 40
59th Dusk 122nd year of Ascendancy at 12:32 see stats
Level 50 (Nightmare (Adventure) difficulty) (Uniques)
Got a character to level 50.By UniAd the Cornac Adventurer level 50
61st Dusk 122nd year of Ascendancy at 16:52 see stats
Overpowered! (Nightmare (Adventure) difficulty) (Uniques)
Did over 6000 damage in one attack.By UniAd the Cornac Adventurer level 113
53rd Haze 122nd year of Ascendancy at 05:37 see stats
Size is everything (Nightmare (Adventure) difficulty) (Uniques)
Did over 1500 damage in one attack.By UniAd the Cornac Adventurer level 55
20th Haze 122nd year of Ascendancy at 01:43 see stats
Size matters (Nightmare (Adventure) difficulty) (Uniques)
Did over 600 damage in one attack.By UniAd the Cornac Adventurer level 22
53rd Dusk 122nd year of Ascendancy at 05:18 see stats
The Arena (Nightmare (Adventure) difficulty) (Uniques)
Unlocked Arena mode.By UniAd the Cornac Adventurer level 11
9th Flare 122nd year of Ascendancy at 11:58 see stats
The bigger the better! (Nightmare (Adventure) difficulty) (Uniques)
Did over 3000 damage in one attack.By UniAd the Cornac Adventurer level 75
25th Haze 122nd year of Ascendancy at 09:00 see stats
The secret city (Nightmare (Adventure) difficulty) (Uniques)
Discovered the truth about mages.By UniAd the Cornac Adventurer level 17
9th Dusk 122nd year of Ascendancy at 03:48 see stats
Treasure Hunter (Nightmare (Adventure) difficulty) (Uniques)
Amassed 1000 gold pieces.By UniAd the Cornac Adventurer level 113
53rd Haze 122nd year of Ascendancy at 05:30 see stats
Log
Resting starts...
Rested for 7 turns (stop reason: all resources and life at maximum).
UniAd is no longer surging arcane power.
There is a way to the next level here (press '' or right click to use).
Ran for 21 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 56 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 56 turns (stop reason: at exit).
UniAd deactivates Shielding.
UniAd deactivates Beyond the Flesh.
UniAd deactivates Wildfire.
UniAd deactivates Spellcraft.
UniAd deactivates Crystalline Focus.
UniAd deactivates Quicken Spells.
UniAd deactivates Arcane Shield.
UniAd deactivates Stealth.
UniAd deactivates Burning Wake.
UniAd deactivates Essence of Speed.
UniAd deactivates Dark Ritual.
UniAd deactivates Elemental Harmony.
UniAd deactivates Chant of Resistance.
