Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.1 |
| Addons | Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Subrace Pack 1.3.1Adds in some random subraces. Power levels may vary. The lost city of Vulcus 1.4a 1.3.0The 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). Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Warrior Effigy |
| Class | Doombringer |
| Level / Exp | 19 / 40% |
| Size | big |
| Lifes / Deaths | Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:31 0 / 6Killed by Andemel the halfling at level 11 on the 13rd Dusk 122nd year of Ascendancy at 09:29 Killed by Forudmat the thalore at level 14 on the 43rd Haze 122nd year of Ascendancy at 07:24 Killed by shadow at level 14 on the 55th Haze 122nd year of Ascendancy at 15:25 Killed by Mel at level 15 on the 4th Decay 122nd year of Ascendancy at 00:49 Killed by Nair the human at level 19 on the 69th Regrowth 123rd year of Ascendancy at 10:17 |
Primary Stats
| Strength | 53 (base 47) |
| Dexterity | 9 (base 10) |
| Constitution | 34 (base 27) |
| Magic | 34 (base 24) |
| Willpower | 10 (base 10) |
| Cunning | 13 (base 11) |
Resources
| Life | -8/623 |
| Mana | 0/246 |
| Stamina | 196/211 |
| Vim | 0/150 |
| Healing Factor | 1 |
| Regeneration | 0.95 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +90.09009009009% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 35 |
| Crit Chance | 11% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12.2 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (30%) |
| Defense | 12.65 |
| Ranged Defense | 20.325 |
| Fatigue | 13 |
| Physical Save | 37.225 |
| Spell Save | 25.7 |
| Mental Save | 19.05 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 26 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 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Golem / Fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Golem / Effigy | 1.00 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Abyssal Shield |
| talent | Share the Pain |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Reduces global action speed by 11%. Slow |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by Aerowen the warg. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s). | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed vial of wight ectoplasm. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
| On feet | [vs. wanderer's pair of iron boots of speed (0 def, 3 armour) (On feet)] wanderer's pair of iron boots of speed (0 def, 3 armour)wanderer's pair of iron boots of speed (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes stats: +2(-) Cun / +2(-) Con Physical save: +12 (+6 eff.) (-) Mental save: +11 (+11 eff.) (-) Movement speed: +20% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright brass lantern of health (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Ivuwen the Sewermaim (0 def, 1 armour) (On head)] Ivuwen the Sewermaim (0 def, 1 armour)Ivuwen the Sewermaim (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes damage: +3%(-) physical Physical save: +12 (+6 eff.) (-) A cap made of leather. |
| Tool | [vs. Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown) (Tool)] Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown)Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6%(-) light / +5%(-) arcane Maximum vim: +10.00 (-) Light radius: +1 (-) It can be used to fire a bolt of a random element with (base) damage 82 to 163, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] savage's steel ring of blinding strikessavage's steel ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 16% chance to blind Damage (Melee): 0(-16) item light blind Effects on ranged hit: * 13% chance to blind Damage (Ranged): 0(-13) item light blind Changes stats: +1(-) Con Spell save: +10 (+5 eff.) (-) Maximum stamina: +14.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] wizard's copper ring of pilferingwizard's copper ring of pilfering Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +8 (+8 eff.) Damage (Melee): 0(-16) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-1) Con / +3 Mag Spell save: +6 (+3 eff.) (-4 (-2 eff.)) Maximum stamina: +0.00 (-14.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Brenutorim the rough leather belt (Around waist)] Brenutorim the rough leather beltBrenutorim the rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +17% (-)Summoned Mana each turn: +0.04 (-) Spellpower on spell critical (stacks up to 3 times): +6 (-) Maximum vim: +10.00 (-) A belt that goes around your waist. |
| In main hand | [vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr)Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +6.5% (-) Attack speed: 100% (-) On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Damage when hit (Melee): 4(-) darkness Changes stats: +1(-) Dex Massive two-handed battleaxes. |
| On hands | [vs. iron gauntlets of magic (+3) (0 def, 1 armour) (On hands)] iron gauntlets of magic (+3) (0 def, 1 armour)iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Mag Changes damage: +4%(-) arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Behemoth Hide (4 def, 6 armour) (Main armor)] Behemoth Hide (4 def, 6 armour)Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +4 (+4 eff.) (-) Ranged Defense: +8 (+8 eff.) (-) Fatigue: +10% (-) Changes stats: +2(-) Str / +2(-) Con Maximum encumbrance: +20 (-) Knockback immunity: +10% (-) Life regen: +0.70 (-) Stamina each turn: +0.70 (-) Maximum life: +45.00 (-) Maximum stamina: +43.00 (-) Size category: +1 (-) A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | [vs. Erudin the linen cloak (1 def, 0 armour) (Cloak)] Erudin the linen cloak (1 def, 0 armour)Erudin the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes resistances: +6%(-) acid / +6%(-) fire / +6%(-) cold / +6%(-) lightning Critical mult.: +10.00% (-) Maximum mana: +20.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Choker of Dread (Around neck)] Choker of DreadChoker of Dread Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) (-) Blindness immunity: +100% (-) Spellpower: +5 (+2 eff.) (-) See invisible: +10 (-) It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 30/60. The evilness of undeath radiates from this amulet. |
Inventory
regeneration infusion of the warrior (heal 277 over 5 turns) regeneration infusion of the warrior (heal 277 over 5 turns)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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 277 life over 5 turns. 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. |
[vs. Choker of Dread (Around neck)] copper amulet of cunning (+3)copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +3 Cun Blindness immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Choker of Dread (Around neck)] Feathersteel AmuletFeathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: -20% Maximum encumbrance: +20 Blindness immunity: +0% (-100%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) See invisible: +0 (-10) Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Choker of Dread (Around neck)] grounding steel amuletgrounding steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Changes resistances: +12% lightning Blindness immunity: +0% (-100%) Stun/Freeze immunity: +22% Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Choker of Dread (Around neck)] steel amulet of visionsteel amulet of vision Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Blindness immunity: +11% (-89%) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +4 Sight radius: +2 See invisible: +6 (-4) Amulets can have magical properties. |
[vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-16) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-1) Con Maximum encumbrance: +20 Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum stamina: +0.00 (-14.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Damage (Melee): 0(-16) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +3 Cun / +0(-1) Con Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum stamina: +0.00 (-14.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] savage's steel ring of blinding strikessavage's steel ring of blinding strikes Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to blind Damage (Melee): 0(-16) item light blind Effects on ranged hit: * 10% chance to blind Damage (Ranged): 0(-13) item light blind Changes stats: +2(+1) Con Spell save: +14 (+7 eff.) (+4 (+2 eff.)) Maximum stamina: +10.00 (-4.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] warrior's steel ring of fire (+24%)warrior's steel ring of fire (+24%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Damage (Melee): 0(-16) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +4 Str / +0(-1) Con Changes resistances: +24% fire Changes damage: +12% fire Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Maximum stamina: +0.00 (-14.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. savage's steel ring of blinding strikes (On fingers, 1 of 2)] BloodcallerBloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-16) item light blind Damage (Ranged): 0(-13) item light blind Changes stats: +0(-1) Con Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: -7 (-7 eff.) Maximum stamina: +0.00 (-14.00) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] acidic iron battleaxe of massacre (21-31.5 power, 1 apr)acidic iron battleaxe of massacre (21-31.5 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 21.0 - 31.5(-22.0 - -33.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) On weapon crit: + splashes the target with acid Damage (Melee): +9 acid When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex Massive two-handed battleaxes. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] flaming iron battleaxe of massacre (24.5-36.75 power, 1 apr)flaming iron battleaxe of massacre (24.5-36.75 power, 1 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 24.5 - 36.8(-18.5 - -27.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (-2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) Burst (radius 1) on hit: +9 fire When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex Massive two-handed battleaxes. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] arcing steel battleaxe of massacre (24.5-36.75 power, 2 apr)arcing steel battleaxe of massacre (24.5-36.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8(-18.5 - -27.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +5.0% (-1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex Massive two-handed battleaxes. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] Urosin the dwarven-steel battleaxe (32-48 power, 2 apr)Urosin the dwarven-steel battleaxe (32-48 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0(-11.0 - -16.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +6.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) + 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +8 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex Changes resistances penetration: +10% mind Massive two-handed battleaxes. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] Bill's Tree Trunk (30-51 power, 7 apr)Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-13.0 - -13.5) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (+5) Physical crit. chance: +1.5% (-5.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] steel greatmaul of erosion (30-45 power, 2 apr)steel greatmaul of erosion (30-45 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(-13.0 - -19.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.0% (-5.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) Damage (Melee): +9 temporal / +9 nature When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex Massive two-handed mauls. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] quick dwarven-steel greatmaul (43-64.5 power, 2 apr)quick dwarven-steel greatmaul (43-64.5 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.5% (-5.0%) Attack speed: 111% (+11%) On weapon hit: * 0% chance to inflict damage reduction (-40%) When wielded/worn: Accuracy: +12 (+6 eff.) Damage when hit (Melee): 0(-4) darkness Changes stats: +5(+4) Dex Massive two-handed mauls. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] Silykira the iron greatsword (16-25.6 power, 1 apr)Silykira the iron greatsword (16-25.6 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6(-27.0 - -38.9) Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Physical crit. chance: +2.5% (-4.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) Damage (Melee): +20 insidious poison When wielded/worn: Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Massive two-handed swords. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] warbringer's steel longsword of crippling (15-21 power, 3 apr)This item will automatically be transmogrified when you leave the level. warbringer's steel longsword of crippling (15-21 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0(-28.0 - -43.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (+1) Physical crit. chance: +3.0% (-3.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) On weapon crit: + cripple the target When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex / +2 Con Changes resistances penetration: +5% physical Disarm immunity: +12% Sharp, long, and deadly. |
[vs. Coalrain the dwarven-steel battleaxe (43-64.5 power, 2 apr) (In main hand)] Coalream (27.5-38.5 power, 4 apr)Coalream (27.5-38.5 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5(-15.5 - -26.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +1.5% (-5.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to inflict damage reduction (-40%) * 18% chance to cause random gloom (+18%) Damage (Melee): +13 mind When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 0(-4) darkness Changes stats: +0(-1) Dex / +3 Wil / +3 Cun Changes resistances: +5% arcane Changes damage: +6% darkness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. icy steel shield of arcane resistance (+11%) (6 def, 2 armour, 36 block)icy steel shield of arcane resistance (+11%) (6 def, 2 armour, 36 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Changes resistances: +11% arcane Talent granted: +2 Block Handheld deflection devices. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +12 (+12 eff.) (+8 (+8 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +7% (-3%) Changes stats: +0(-2) Str / +4(+2) Con Talent mastery: -0.20 Cunning / Stealth Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +40.00 (-5.00) Maximum stamina: +0.00 (-43.00) Infravision radius: +3 Size category: +0 (-1) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] troll-hide reinforced leather armour of the deep (4 def, 8 armour)troll-hide reinforced leather armour of the deep (4 def, 8 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +8 (+2) Defense: +4 (+4 eff.) (-) Ranged Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +8% (-2%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +7% acid / +5% cold Allows you to breathe in: water Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +3.00 (+2.30) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Healing mod.: +17% Size category: +0 (-1) A suit of armour made of leather. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] spiked drakeskin leather armour of fire resistance (5 def, 8 armour)spiked drakeskin leather armour of fire resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (+2) Defense: +5 (+5 eff.) (+1 (+1 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +8% (-2%) Damage when hit (Melee): 10 physical Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +17% fire Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Size category: +0 (-1) A suit of armour made of leather. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] radiant steel mail armour of Eyal (2 def, 6 armour)radiant steel mail armour of Eyal (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+2 eff.) (-2 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +14% (+4%) Damage when hit (Melee): 6 light Changes stats: +0(-2) Str / +1 Wil / +0(-2) Con Changes resistances: +10% blight / +11% darkness Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +1.00 (+0.30) Stamina each turn: +0.00 (-0.70) Maximum life: +40.00 (-5.00) Maximum stamina: +0.00 (-43.00) Light radius: +2 Healing mod.: +12% Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] radiant steel mail armour of stability (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. radiant steel mail armour of stability (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +2 (+2 eff.) (-2 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +14% (+4%) Damage when hit (Melee): 5 light Changes stats: +0(-2) Str / +2 Wil / +0(-2) Con Changes resistances: +10% blight / +6% physical / +12% darkness Maximum encumbrance: +0 (-20) Physical save: +14 (+6 eff.) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Light radius: +1 Size category: +0 (-1) A suit of armour made of mail. |
[vs. Behemoth Hide (4 def, 6 armour) (Main armor)] radiant steel mail armour of the deep (2 def, 7 armour)This item will automatically be transmogrified when you leave the level. radiant steel mail armour of the deep (2 def, 7 armour) Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 (+1) Defense: +2 (+2 eff.) (-2 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-8 (-8 eff.)) Fatigue: +14% (+4%) Damage when hit (Melee): 7 light Changes stats: +0(-2) Str / +2 Wil / +0(-2) Con Changes resistances: +12% blight / +5% cold / +11% darkness / +6% acid Allows you to breathe in: water Maximum encumbrance: +0 (-20) Knockback immunity: +0% (-10%) Life regen: +0.00 (-0.70) Stamina each turn: +0.00 (-0.70) Maximum life: +0.00 (-45.00) Maximum stamina: +0.00 (-43.00) Light radius: +1 Size category: +0 (-1) A suit of armour made of mail. |
[vs. Brenutorim the rough leather belt (Around waist)] blurring rough leather belt of transcendenceblurring rough leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+8 eff.) Reduced damage from: +0% (-17% )Summoned Stealth bonus: +6 Physical save: +5 (+2 eff.) Mana each turn: +0.00 (-0.04) Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum vim: +0.00 (-10.00) Mindpower: +3 (+3 eff.) A belt that goes around your waist. |
[vs. Brenutorim the rough leather belt (Around waist)] insulating rough leather belt of carryinginsulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +5% cold / +6% fire Reduced damage from: +0% (-17% )Summoned Maximum encumbrance: +23 Mana each turn: +0.00 (-0.04) Spellpower on spell critical (stacks up to 3 times): +0 (-6) Maximum vim: +0.00 (-10.00) A belt that goes around your waist. |
[vs. Erudin the linen cloak (1 def, 0 armour) (Cloak)] enveloping linen cloak of the Shaloren (7 def, 0 armour)enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+7 eff.) (+6 (+6 eff.)) Changes stats: +2 Wil / +2 Mag Changes resistances: +0%(-6%) acid / +0%(-6%) fire / +0%(-6%) cold / +0%(-6%) lightning Critical mult.: +0.00% (-10.00%) Physical save: +5 (+2 eff.) Maximum mana: +0.00 (-20.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Erudin the linen cloak (1 def, 0 armour) (Cloak)] thick linen cloak of battle (1 def, 6 armour)thick linen cloak of battle (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +1 (+1 eff.) (-) Fatigue: -2% Changes resistances: +0%(-6%) acid / +13%(+7%) cold / +0%(-6%) lightning / +0%(-6%) fire Critical mult.: +0.00% (-10.00%) Maximum mana: +0.00 (-20.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. wanderer's pair of iron boots of speed (0 def, 3 armour) (On feet)] pair of iron boots 'Malyrand' (0 def, 3 armour)pair of iron boots 'Malyrand' (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes stats: +0(-2) Cun / +0(-2) Con Changes resistances: +6% lightning / +8% temporal / +6% nature Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-11 (-11 eff.)) Disease immunity: +5% Movement speed: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. iron gauntlets of magic (+3) (0 def, 1 armour) (On hands)] rough leather gloves of dexterity (+2) (0 def, 1 armour)rough leather gloves of dexterity (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 (-) Changes stats: +2 Dex / +0(-3) Mag Changes damage: +0%(-4%) arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Ivuwen the Sewermaim (0 def, 1 armour) (On head)] Glowcast the linen wizard hat (1 def, 0 armour)Glowcast the linen wizard hat (1 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Damage (Melee): 0(-30) item nature slow Changes resistances: +6% nature / +5% blight Changes damage: +9% light / +0%(-3%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Light radius: +2 A pointy cloth hat, very wizardly... |
[vs. Ivuwen the Sewermaim (0 def, 1 armour) (On head)] miner's iron helm of dexterity (+3) (0 def, 5 armour)miner's iron helm of dexterity (+3) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (+4) Fatigue: +5% (+4%) Damage (Melee): 0(-30) item nature slow Changes stats: +3 Dex Changes damage: +0%(-3%) physical Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. bright brass lantern of health (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-43.00) Light radius: +2 (-3) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown) (Tool)] miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +0%(-6%) light / +0%(-5%) arcane Maximum vim: +0.00 (-10.00) Light radius: +0 (-1) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 after 40 turns, costing 202 power out of 227/400. 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. |
[vs. Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown) (Tool)] elm totem of thorny skin [power 16] (2/20 cooldown)elm totem of thorny skin [power 16] (2/20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) light / +0%(-5%) arcane Maximum vim: +0.00 (-10.00) Light radius: +0 (-1) It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown) (Tool)] Coalmight [power 9] (2/6 cooldown)Coalmight [power 9] (2/6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +0%(-6%) light / +0%(-5%) arcane Maximum vim: +0.00 (-10.00) Light radius: +0 (-1) It can be used to reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Sunzeal the ash wand of conjuration [power 163] (2/10 cooldown) (Tool)] volcanic elm wand of trap destruction [power 18] (2/15 cooldown)volcanic elm wand of trap destruction [power 18] (2/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +0%(-6%) light / +0%(-5%) arcane Talent granted: +1 Volcano Maximum vim: +0.00 (-10.00) Light radius: +0 (-1) It can be used to disarm traps (18 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Mel the Warrior Effigy Doombringer level 18
25th Regrowth 123rd year of Ascendancy at 02:16 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Mel the Warrior Effigy Doombringer level 11
27th Dusk 122nd year of Ascendancy at 02:58 see stats
Exterminator
Killed 1000 creatures.By Mel the Warrior Effigy Doombringer level 17
14th Regrowth 123rd year of Ascendancy at 13:04 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mel the Warrior Effigy Doombringer level 18
25th Regrowth 123rd year of Ascendancy at 06:28 see stats
Level 10
Got a character to level 10.By Mel the Warrior Effigy Doombringer level 10
6th Flare 122nd year of Ascendancy at 13:58 see stats
The Arena
Unlocked Arena mode.By Mel the Warrior Effigy Doombringer level 8
1st Summertide 122nd year of Ascendancy at 22:29 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Mel the Warrior Effigy Doombringer level 19
62nd Regrowth 123rd year of Ascendancy at 17:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Mel the Warrior Effigy Doombringer level 16
14th Regrowth 123rd year of Ascendancy at 00:13 see stats
Log
Barth the human hits Mel for 29 physical, , , 13 arcane, , 5 lightning, 22 physical, , , 0 arcane, , 5 lightning (74 total damage).
Mel hits Barth the human for (4 resist armour), 0 blight, (4 resist armour), 0 fire, (2 resist armour), 0 darkness, (4 resist armour), 0 blight, (4 resist armour), 0 fire, (2 resist armour), 0 darkness (0 total damage).
Nair the human isn't moving as defensively anymore.
Barth the human hits Mel for 22 physical, , , 0 arcane, , 5 lightning (27 total damage).
Mel hits Barth the human for (4 resist armour), 0 blight, (4 resist armour), 0 fire, (2 resist armour), 0 darkness (0 total damage).
Mel casts Rune: Shielding.
A shield forms around Mel.
Nair the human rushes out!
Mel is dazed!
Nair the human hits Mel for (32 absorbed), 0 physical, (8 absorbed), 0 physical, , (0 absorbed), 0 arcane (0 total damage).
Mel hits Nair the human for (4 resist armour), 0 blight, (4 resist armour), 0 fire, (1 resist armour), 0 darkness (0 total damage).
Mel is not stunned anymore.
Talent Mana Barrier is ready to use.
Talent Teleport: Angolwen is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Reckless Strike is ready to use.
Talent Detonating Charge is ready to use.
Talent Fiery Grasp is ready to use.
Barth the human throws two quick punches.
Barth the human performs a melee critical strike against Mel!
Mel is not dazed anymore.
Your shield crumbles under the damage!
The shield around Mel crumbles.
Barth the human hits Mel for (31 absorbed), 0 physical, , , (0 absorbed), 0 arcane, , (5 absorbed), 0 lightning, (22 absorbed), 0 physical, , , 0 arcane, , (2 absorbed), 2 lightning (2 total damage).
Mel hits Barth the human for (10 resist armour), 0 blight, (10 resist armour), 1 fire, (4 resist armour), 0 darkness, (10 resist armour), 0 blight, (10 resist armour), 1 fire, (4 resist armour), 0 darkness (2 total damage).
Mel wears (replacing Bloodcaller): wizard's copper ring of pilfering.
Nair the human throws a finishing uppercut.
