










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.6.7Official 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:
Longer Character Names 1.3.0Increase the enforced maximum character name length from 25 to 50 characters. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Rogue |
| Level / Exp | 23 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Layotta the brown bear at level 23 on the 42nd Regrowth 123rd year of Ascendancy at 19:20 / 2Killed by Layotta the brown bear at level 23 on the 42nd Regrowth 123rd year of Ascendancy at 19:33 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 52 (base 26) |
| Constitution | 37 (base 30) |
| Magic | 24 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 58 (base 53) |
Resources
| Life | -84/830 |
| Stamina | 123/176 |
| Healing Factor | 1.425652173913 |
| Regeneration | 24.307369565218 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +80.178759200841% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 7 |
| See Stealth | 40.043810120534 |
| See Invisible | 40.043810120534 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 65 |
| Crit Chance | 29% |
| APR | 42 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 65 |
| Crit Chance | 28% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +5% |
| All | 0% |
| Physical | +3% |
| Cold | +6% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +40% |
| Nature | +60% |
| All | +30% |
Defense: Base
| Armour (hardiness) | 22 (49.309173272933%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 30 |
Defense: Resistances
| Physical | + 5%( 70%) |
| Lightning | + 6%( 70%) |
| Nature | + 6%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 10%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 206 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Effects
| talent | Trained Reactions |
| detrimental effect | The target is encased in thorny vines, dealing 25 nature damage each turn and reducing its speed by 25%. Thorn Grab |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is poisoned, taking 199.40 nature damage per turn. Poison |
| beneficial effect | The target is focused on penetrating defenses, increasing armor penetration by 18, accuracy by 25, and all damage penetration by 30%. Expose Weakness |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Has 3 throwing knives prepared: 3 KnivesRange: 7 Net Damage: 90 - 126 Accuracy: 81 (knife) APR: 34 Crit Chance: +30% Crit mult: 178% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by Eilinywen the black bear. Escort: lost warrior (level 1 of Old Forest) | failed |
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 Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed snow giant kidney. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bear paw. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within2 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour) =Leap=Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.6 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Pureobeisance the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +6% nature Maximum life: +46.00 Light radius: +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. |
| On head | Sleettouch (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +30 (+10 eff.) Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes damage: +6% cold Critical mult.: +10.00% Physical save: +6 (+3 eff.) Only die when reaching: -80.00 life A cap made of leather. |
| On hands | sand rough leather gloves of dexterity (+2) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +3% physical When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +5 Armour Penetration: +1 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 1). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged yew totem of healing [power 350] (5/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 350 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +5.00 Maximum life: +43.00 Light radius: +4 Infravision radius: +4 Healing mod.: +12% Rings can have magical properties. |
| On fingers | savage's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+6 eff.) Life regen: +6.00 Maximum life: +48.00 Maximum stamina: +15.00 Healing mod.: +11% Rings can have magical properties. |
| Around neck | gold amulet 'Cystreeve'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 43% Changes stats: +4 Con Changes resistances: +6% lightning Changes resistances penetration: +15% nature Physical save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Pinning immunity: +20% Life regen: +3.00 Maximum life: +130.00 Amulets can have magical properties. |
| In main hand | Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 100% Dex, 0% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Around waist | Balutogathad the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +3 Str / +1 Mag / +1 Cun Maximum life: +35.00 Infravision radius: +3 A belt that goes around your waist. |
| In off hand | Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 45% Cun, 45% Dex, 10% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a bolt of darkness, doing 72.89 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Gizilamnir the cashmere cloak (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +6 Mag Changes resistances: +5% arcane / +16% cold Blindness immunity: +20% Confusion immunity: +10% Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating hardened leather armour of clarity (9 def, 6 armour)Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +6% mind Mental save: +10 (+5 eff.) Life regen: +2.80 Stamina each turn: +1.20 A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 144; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -135; dur 6; cd 30) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -135 life. The duration and life will increase by 1% for every 1% life you have lost (currently 284 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion of the duelist (speed 576%; cd 18) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 598%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets can have magical properties. |
steel amulet 'Hatholin'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +1 Mag / +3 Cun / +4 Con Changes resistances: +12% mind / +3% temporal Reduces incoming crit damage: 15.00% Confusion immunity: +26% Knockback immunity: +10% Life regen: +2.00 Stamina each turn: +0.40 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Mindpower: +5 (+3 eff.) Movement speed: +10% Amulets can have magical properties. |
Bloodcaller =Leech=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
SpiderbringerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +1.0% Physical power: +15 (+5 eff.) Changes resistances: +1% physical Changes damage: +9% nature / +3% mind Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
conjurer's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to reduce all saves and defense by 17 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 17 Damage (Ranged): 7 physical Changes stats: +5 Mag / +5 Wil / +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Spellpower: +6 (+3 eff.) 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 56%. Rings can have magical properties. |
copper ring 'Nerowe' =Stam=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +1 Str / +6 Con Changes resistances: +22% light Changes resistances penetration: +20% physical Changes damage: +11% light Stamina each turn: +2.00 Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring 'Glitterking'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +12% light / +12% cold Changes resistances penetration: +5% arcane / +10% light Changes damage: +6% blight Disarm immunity: +28% Pinning immunity: +37% Knockback immunity: +31% Maximum life: +25.00 Rings can have magical properties. |
mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Con Spell save: +12 (+6 eff.) Maximum stamina: +16.00 Rings can have magical properties. |
sneakthief's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +4 Cun / +6 Dex Blindness immunity: +20% Infravision radius: +4 See stealth: +7 See invisible: +8 Rings can have magical properties. |
enhanced dwarven-steel battleaxe of projection (135% power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +5 Str / +5 Dex / +7 Mag / +13 Wil / +5 Cun / +7 Con Massive two-handed battleaxes. |
Aduyaba the dwarven-steel dagger (118% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 118% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 mind Damage (radius 2) on crit: +17 acid / +18 nature When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +10 Defense: +7 (+3 eff.) Changes stats: +3 Dex Changes resistances: +9% nature Changes resistances penetration: +17% acid / +8% nature Disarm immunity: +23% Combat speed: +10% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Swordbreaker (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.dwarven-steel dagger of erosion (119% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Frostmoon the stralite greatmaul (164% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 165% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 temporal Damage (radius 2) on crit: +58 fire When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Physical power: +13 (+4 eff.) Defense: +13 (+5 eff.) Damage when hit (Melee): 4 cold Changes resistances: +9% cold Changes resistances penetration: +20% cold / +14% fire Disarm immunity: +43% Global speed: +6% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Voryvena the Charravage (130% power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +1 Dex Changes resistances: +6% temporal Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Stun/Freeze immunity: +20% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword (142% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +35% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of projection (145% power, 2 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +12 (+4 eff.) Disarm immunity: +39% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.slime-covered dwarven-steel greatsword of erosion (146% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 146% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 43% Damage (Melee): +12 nature Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Getirim the Glitterrebel (118% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +20% darkness Changes damage: +27% light / +6% darkness / +6% mind Light radius: +3 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Kinetic Focus (88% power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 89% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level.thorny mindstar of balance (98% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Physical save: +4 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +1.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of storms (85% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 4 lightning Changes stats: +3 Str / +2 Dex / +2 Mag / +3 Wil / +2 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +5% lightning Changes damage: +5% lightning Talent granted: +1 Attune Mindstar Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Hydor the Crackletitan Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Damage (Ranged): +16 lightning Damage (radius 2) on crit: +9 lightning / +8 cold When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +6% lightning Changes resistances penetration: +9% lightning / +8% cold Changes damage: +18% lightning / +9% cold Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +20% Movement speed: +21% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.lifebinding ash starstaff (111% power, 3 apr, physical element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes damage: +15% physical Talent granted: +1 Command Staff Life regen: +0.80 Spellpower: +10 (+5 eff.) Spell crit. chance: +2% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
Guniyon the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +19 (+7 eff.) Reduces incoming crit damage: 15.00% Stealth bonus: +6 Maximum stamina: +10.00 Mindpower: +5 (+3 eff.) See invisible: +9 A belt that goes around your waist. |
TempestriverCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Defense: +15 (+5 eff.) Damage when hit (Melee): 2 lightning Critical mult.: +5.00% Spell save: +7 (+3 eff.) Size category: +1 A belt that goes around your waist. |
WindstoneCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Damage when hit (Melee): 6 nature Changes stats: +3 Str Changes resistances: +6% fire / +5% cold Equilibrium when hit: +0.04 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.hardened leather belt 'Guwe' Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +7 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Cun / +4 Dex Changes resistances: +8% fire / +10% cold Mental save: +9 (+4 eff.) Mental crit. chance: +8% It can be used to create a temporary shield that absorbs 185 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold A belt that goes around your waist. |
rough leather belt 'Blackbearer'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +6 Mag / +3 Wil / +2 Cun Changes resistances: +6% lightning / +7% temporal Changes damage: +3% darkness See invisible: +3 A belt that goes around your waist. |
linen cloak 'Tarroneg' (1 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +1 Cun Changes resistances: +13% cold Equilibrium when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's woollen robe of nature (+10%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +19% nature / +11% mind / +10% darkness / +9% all Changes damage: +13% nature Physical save: +11 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +24 (+11 eff.) 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. |
focusing cashmere robe of corrosion (+18%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +18% acid / +11% all Changes damage: +12% acid Mana each turn: +0.17 Psi each turn: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.slimy cashmere robe of life (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 4% chance to slow global speed by 43% * 4 arcane resource burn Changes resistances: +10% blight / +11% all Life regen: +1.50 Maximum life: +40.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Con Changes resistances: +9% all Changes damage: +9% nature Poison immunity: +27% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Alogund the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +6% nature / +9% fire Maximum encumbrance: +25 Physical save: +9 (+4 eff.) Knockback immunity: +20% Life regen: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindlerune (0 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +2 Mag / +3 Wil Changes damage: +6% light Only die when reaching: -80.00 life Infravision radius: +3 A pair of boots made of leather. |
pair of dwarven-steel boots 'Ivyritira' (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Fatigue: +3% Changes stats: +1 Str Changes resistances: +7% lightning / +11% temporal Physical save: +15 (+7 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum stamina: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.naturalist's hardened leather gloves of strength (+4) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Damage (Melee): 5 nature Changes stats: +4 Str Changes resistances: +6% nature Changes damage: +6% nature When used to modify unarmed attacks: Power: 123% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +8 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Changes stats: +3 Str When used to modify unarmed attacks: Power: 104% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyryvena (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +3 Str Changes resistances: +3% nature Physical save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Stun/Freeze immunity: +20% A cap made of leather. |
Glimmerwing (0 def, 4 armour) =Water=Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +12% fire / +9% nature / +26% cold Changes damage: +12% light Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Islunne (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Defense: +2 (+1 eff.) Changes resistances: +16% nature Changes resistances penetration: +10% physical Changes damage: +11% nature / +24% physical Critical mult.: +15.00% A pointy cloth hat, very wizardly... |
Swampvile the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 nature Changes stats: +4 Mag / +5 Wil Changes resistances: +9% nature Changes resistances penetration: +20% mind Changes damage: +3% blight Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Xanorama' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to slow global speed by 43% Changes stats: +8 Str / +4 Dex / +2 Wil Changes resistances: +3% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rejuvenating steel mail armour of the deep (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Life regen: +3.10 Stamina each turn: +0.80 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +10% blight / +18% fire / +12% nature A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cleansing hardened leather armour of stability (9 def, 6 armour) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +15% blight / +7% physical / +13% nature Physical save: +15 (+7 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.chilling quiver of ash arrows of vileness (20/20, 120% power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 121% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 20 On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 13 Damage (Ranged): +9 blight / +11 cold Arrows are used with bows to pierce your foes to death. |
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. |
49 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. |
2 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 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. |
Salyrinor the iron pickaxe (dig speed 29 turns) =Perf=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +4 Str / +1 Dex / +1 Cun Critical mult.: +10.00% See invisible: +9 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Belumagar [power 206] (5/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +4 Armour: +6 Damage when hit (Melee): 2 physical Changes resistances: +3% physical Stamina each turn: +1.00 Light radius: +1 It can be used to sting an enemy dealing 186 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 14% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Emelebrena' [power 48] (5/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical power: +25 (+8 eff.) Changes resistances: +5% physical Maximum stamina: +30.00 Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 48 and armour hardiness by 50% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mrs. Columbo the Doomelf Rogue level 10
30th Dusk 122nd year of Ascendancy at 15:30 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mrs. Columbo the Doomelf Rogue level 21
16th Regrowth 123rd year of Ascendancy at 15:46 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Mrs. Columbo the Doomelf Rogue level 6
77th Pyre 122nd year of Ascendancy at 03:23 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mrs. Columbo the Doomelf Rogue level 10
25th Dusk 122nd year of Ascendancy at 21:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mrs. Columbo the Doomelf Rogue level 20
6th Regrowth 123rd year of Ascendancy at 10:04 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Mrs. Columbo the Doomelf Rogue level 19
34th Haze 122nd year of Ascendancy at 15:10 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Mrs. Columbo the Doomelf Rogue level 23
42nd Regrowth 123rd year of Ascendancy at 19:30 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mrs. Columbo the Doomelf Rogue level 6
8th Mirth 122nd year of Ascendancy at 10:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mrs. Columbo the Doomelf Rogue level 10
47th Dusk 122nd year of Ascendancy at 02:04 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mrs. Columbo the Doomelf Rogue level 21
16th Regrowth 123rd year of Ascendancy at 04:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mrs. Columbo the Doomelf Rogue level 16
8th Haze 122nd year of Ascendancy at 05:02 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Mrs. Columbo the Doomelf Rogue level 23
42nd Regrowth 123rd year of Ascendancy at 19:20 see stats
Log
Layotta the brown bear uses Acidbeam.
Layotta the brown bear hits Mrs. Columbo for (118 absorbed), 0 acid (0 total damage).
Your shield crumbles under the damage!
The shield around Mrs. Columbo crumbles.
Thorn Grab from Layotta the brown bear hits Mrs. Columbo for (13 absorbed), 0 nature (0 total damage).
Poison from Layotta the brown bear hits Mrs. Columbo for (58 absorbed), 44 nature (44 total damage).
Mrs. Columbo uses Fan of Knives.
Mrs. Columbo's Fan of Knives performs a melee critical strike against Layotta the brown bear!
Layotta the brown bear is silenced!
Layotta the brown bear's Attune Mindstar is disrupted by his wounds!
Mrs. Columbo's Fan of Knives performs a melee critical strike against Bloated ooze!
Bloated ooze is disarmed!
Mrs. Columbo's Fan of Knives performs a melee critical strike against Bloated ooze!
Layotta the brown bear slows down.
Layotta the brown bear starts to bleed.
Layotta the brown bear shares damage with his oozes!
Melee retaliation hits Mrs. Columbo for 18 acid, 18 acid, 18 acid (53 total damage).
Mrs. Columbo's Fan of Knives hits Bloated ooze for 27 physical, 4 physical (31 total damage).
Mrs. Columbo's Fan of Knives hits Layotta the brown bear for 15 physical, 5 physical (20 total damage).
Mrs. Columbo's Fan of Knives hits Bloated ooze for 23 physical, 4 physical (27 total damage).
Mrs. Columbo's Fan of Knives hits Bloated ooze for 42 physical damage.
Mrs. Columbo's Fan of Knives hits Layotta the brown bear for 28 physical, 2 physical (31 total damage).
Mrs. Columbo's Fan of Knives hits Layotta the brown bear for 14 physical, 2 physical (17 total damage).
Mrs. Columbo's Fan of Knives hits Bloated ooze for 42 physical, 4 physical (46 total damage).
Mrs. Columbo the level 23 doomelf rogue was scalded to death by Layotta the brown bear on level 1 of Old Forest.
Mrs. Columbo is no longer focused on penetrating defenses.
Mrs. Columbo deactivates Trained Reactions.
Mrs. Columbo rearms.
Mrs. Columbo stops being poisoned.

























































































































