Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
Addons | Mage Knight 1.1.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Archery Tweaks 1.1.5Various archery tweaks: This is now included in my Weapons Pack. Don't use both addons at once. Mauler 1.2.3A Mauler is a warrior that wields dual one handed weapons. Commando class 1.2.5Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Superhuman |
Class | Commando |
Level / Exp | 32 / 74% |
Size | medium |
Lifes / Deaths | Killed by rambo at level 32 on the 52nd Haze 122nd year of Ascendancy at 19:23 5 / 1 |
Primary Stats
Strength | 75 (base 60) |
Dexterity | 31 (base 10) |
Constitution | 50 (base 18) |
Magic | 47 (base 10) |
Willpower | 59 (base 21) |
Cunning | 85 (base 60) |
Resources
Life | 1793/1793 |
Equilibrium | 0 |
Stamina | 320/320 |
Vim | 224/224 |
Healing Factor | 1 |
Regeneration | 5 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | -3 |
Infravision | 18 |
See Stealth | 9 |
See Invisible | 26 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 108 |
Accuracy | 60 |
Crit Chance | 43% |
APR | 21 |
Speed | 0.90 |
Offense: Spell
Spellpower | 44.333333333333 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 45.1 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 21 (30%) |
Defense | 49.633008220027 |
Ranged Defense | 50.633008220027 |
Fatigue | 10 |
Physical Save | 54.5 |
Spell Save | 50.616666666667 |
Mental Save | 52.716666666667 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 19% |
Confusion Resistance | 100% |
Disarm Resistance | 17% |
Instadeath Resistance | 100% |
Blind Resistance | 27% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 230 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Subterfuge | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Commando | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Advanced survivalism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Arrow priming | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Close quarters combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 3/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Effects
beneficial effect | Countering melee attacks: Has a 22% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Spin Fate (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 25. | 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. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed snow giant kidney. * You've found the needed warg claw. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Uridogodil (15 def, 3 armour) Uridogodil (15 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +3 Defense: +15 Ranged Defense: +3 Fatigue: +2% Changes stats: +2 Dex Changes resistances: +2% physical Changes resistances penetration: +10% physical Maximum stamina: +5.00 It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 33% chance to completely evade them and granting you 30 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Radianceream the brass lantern Radianceream the brass lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +4 Cun / +4 Mag Changes resistances: +6% blight / +6% darkness / +6% light Changes resistances penetration: +15% light Changes damage: +3% light Spellpower: +11 Spell crit. chance: +4% Light radius: -3 Infravision radius: +9 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 27 blight damage or heals 40 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Hubar (4 def, 3 armour) Hubar (4 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 Physical power: +4 Armour: +3 Defense: +4 Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Changes stats: +3 Str / +2 Mag / +3 Cun / +7 Con Changes resistances: +3% darkness Spell save: +13 Stamina when hit: +1.10 Equilibrium when hit: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Amidravon (dig speed 23 turns) Amidravon (dig speed 23 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +2 Str Changes resistances: +6% darkness Changes resistances penetration: +20% mind Changes damage: +9% mind Damage affinity(heal): +15% darkness Maximum hate: +6.00 Maximum psi: +10.00 Infravision radius: +4 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 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 +87 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. |
On fingers | Stormblack StormblackPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +9% blight / +3% fire / +5% arcane / +3% darkness Blindness immunity: +27% Spellpower: +7 Infravision radius: +4 See stealth: +9 See invisible: +13 Rings can have magical properties. |
On fingers | steel ring 'Geldana' steel ring 'Geldana'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +1 Wil / +3 Mag Changes resistances: +24% acid Changes damage: +12% acid Grants telepathy: Humanoid/Orc Rings can have magical properties. |
Around waist | rough leather belt 'Berumabers' rough leather belt 'Berumabers'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +18 Changes stats: +1 Dex / +6 Mag / +4 Wil / +4 Cun / +1 Con Changes resistances: +3% blight Stealth bonus: +6 Physical save: +13 Spell crit. chance: +4% Infravision radius: +1 See invisible: +6 A belt that goes around your waist. |
In main hand | quick stralite mace of corruption (36-50.4 power, 5 apr) quick stralite mace of corruption (36-50.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 10% chance to inflict damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +7 Changes stats: +3 Dex Blunt and deadly. |
On hands | Zuboth the hardened leather gloves (0 def, 2 armour) Zuboth the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 Armour penetration: +9 Physical crit. chance: +2.0% Armour: +2 Fatigue: -4% Damage when hit (Melee): 12 physical Changes stats: +4 Cun / +5 Dex Changes resistances penetration: +15% arcane Physical save: +7 Mental save: +7 Mana each turn: +0.21 Spellpower: +8 Spell crit. chance: +6% When used to modify unarmed attacks: Base power: 21.0 - 23.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Elemental bolt (10% chance level 3). Damage (Melee): +7 arcane It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Cloak | spellcowled cashmere cloak of the voidstalker (2 def, 0 armour) spellcowled cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +3 Mag / +3 Wil Changes resistances: +16% darkness / +13% temporal Spell save: +8 Maximum mana: +47.00 Defense after a teleport: +16 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Yvuth' steel amulet 'Yvuth'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +13 Spell save: +25 Mental save: +14 Maximum mana: +60.00 Spell crit. chance: +2% Amulets can have magical properties. |
Inventory
wild infusion (resist 16%; cure physical) wild infusion (resist 16%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 16% for 4 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (290 acid damage; dur 5; apply 69) acid wave rune of the warrior (290 acid damage; dur 5; apply 69)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 290.08 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 69. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 15 for 5 turns) invisibility rune of the sneak (power 15 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 15) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune of the wizard (range 13; power 42; dur 5)phase door rune of the wizard (range 13; power 42; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 237 for 5 turns) shielding rune of the wizard (absorb 237 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 237 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Glarerace the gold amulet Glarerace the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light / 8 fire Changes resistances: +20% light / +22% darkness Changes resistances penetration: +5% light / +5% fire Talent mastery: +0.28 Technique / Commando Blindness immunity: +26% Light radius: +2 Amulets can have magical properties. |
copper amulet 'Baryrek' copper amulet 'Baryrek'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +2 Changes stats: +2 Str / +3 Wil Changes resistances: +6% physical Critical mult.: +6.00% Stamina each turn: +0.30 Maximum life: +10.00 Amulets can have magical properties. |
copper amulet of willpower (+2) copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
Maluldil the Dawnmaim Maluldil the DawnmaimPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Mag Changes resistances: +6% light Changes resistances penetration: +5% arcane Changes damage: +3% arcane Spellpower: +7 Light radius: +2 Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 Changes stats: +2 Cun Rings can have magical properties. |
solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 Rings can have magical properties. |
Blindbutcher BlindbutcherRequires: - Cunning 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict damage reduction When wielded/worn: Accuracy: +10 Physical crit. chance: +5.0% Changes resistances penetration: +29% physical Changes damage: +24% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +15.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 Damage Shield penetration: +42% Longbows are used to shoot arrows at your foes. |
Coalblow CoalblowRequires: - Cunning 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 40% chance to inflict damage reduction * 20% chance to disease On weapon crit: * silences the target Damage (Ranged): +26 nature Burst (radius 1) on hit: +4 blight When wielded/worn: Changes resistances: +3% all Changes resistances penetration: +12% nature Changes damage: +6% darkness / +9% blight Longbows are used to shoot arrows at your foes. |
Stormpeal StormpealRequires: - Cunning 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +7 Physical crit. chance: +9.0% Changes stats: +3 Str / +4 Dex Changes resistances penetration: +19% physical Changes damage: +16% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Infravision radius: +1 Longbows are used to shoot arrows at your foes. |
fungal ash longbow of power fungal ash longbow of powerRequires: - Cunning 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +9% physical Changes damage: +8% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 72 life over 5 turns, placing all other charms into a 20 cooldown. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. arcing stralite longsword of vileness (30.5-42.7 power, 5 apr)arcing stralite longsword of vileness (30.5-42.7 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +13 blight / +14 lightning Sharp, long, and deadly. |
caustic steel longsword of the leech (15-21 power, 3 apr) caustic steel longsword of the leech (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 6% chance to corrode armor * Slows global speed by 5% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 7 nature slow Changes resistances penetration: +6% acid Life regen: +0.90 Sharp, long, and deadly. |
plaguebringer's steel longsword of amnesia (12.5-17.5 power, 3 apr) plaguebringer's steel longsword of amnesia (12.5-17.5 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 7% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +8 blight When wielded/worn: Disease immunity: +11% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite longsword of nature (33-46.2 power, 5 apr)stralite longsword of nature (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature Sharp, long, and deadly. |
arcing iron mace (12.5-17.5 power, 2 apr) arcing iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Blunt and deadly. |
caustic stralite waraxe of amnesia (32-44.8 power, 5 apr) caustic stralite waraxe of amnesia (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 15% chance to corrode armor * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +9% acid Life regen: +0.90 One-handed war axes. |
elemental steel waraxe of vileness (11-15.4 power, 3 apr) elemental steel waraxe of vileness (11-15.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 5% chance to disease * Random elemental explosion Damage (Melee): +5 blight When wielded/worn: Changes resistances penetration: +7% acid / +7% fire / +8% lightning / +8% cold One-handed war axes. |
iron waraxe 'Goleg' (18-25.2 power, 2 apr) iron waraxe 'Goleg' (18-25.2 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn * 8% chance to daze Burst (radius 1) on hit: +4 arcane / +12 temporal When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 4 temporal Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +6% lightning / +6% physical / +5% temporal Changes damage: +3% temporal / +6% physical One-handed war axes. |
stralite waraxe 'Hellstitan' (31-43.4 power, 5 apr) stralite waraxe 'Hellstitan' (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +15 mind Burst (radius 1) on hit: +12 mind / +11 fire Burst (radius 2) on crit: +4 mind When wielded/worn: Damage when hit (Melee): 8 mind / 4 fire Changes damage: +3% fire It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. One-handed war axes. |
Xeraba the Tempestcutter Xeraba the TempestcutterPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 4 lightning Changes stats: +2 Mag Changes resistances: +12% fire Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% fire Maximum encumbrance: +22 Mana each turn: +0.18 Maximum mana: +25.00 A belt that goes around your waist. |
Cindercrypt the linen cloak (1 def, 0 armour) Cindercrypt the linen cloak (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 blight Changes stats: +2 Str / +2 Dex / +3 Mag / +3 Wil / +2 Con Changes resistances: +14% temporal / +13% darkness / +3% fire Changes damage: +21% fire Talent mastery: +0.30 Technique / Combat training Spell save: -12 Stamina each turn: +0.40 Mana each turn: -0.11 Spell crit. chance: +5% Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink to a random location within 2 spaces of target hostile creature, placing all other charms into a 10 cooldown. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hanaharasin' (1 def, 12 armour) linen cloak 'Hanaharasin' (1 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +1 Changes stats: +1 Wil Changes resistances: +24% cold Changes damage: +6% acid Mana when firing critical spell: +2.00 Spellpower: +6 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emaba the Ichorcrypt (0 def, 5 armour) Emaba the Ichorcrypt (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +4 Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to blind Changes stats: +9 Str / +4 Dex / +6 Cun / +10 Con Changes damage: +6% nature / +8% physical Grants telepathy: Dragon Physical save: +38 Spell save: +12 Mental save: +35 Infravision radius: +2 Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Zoldir' (0 def, 5 armour) pair of drakeskin leather boots 'Zoldir' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +4 Armour: +5 Fatigue: -3% Changes stats: +8 Str / +1 Cun / +6 Con Changes resistances: +19% darkness / +25% temporal Changes resistances penetration: +11% darkness / +18% temporal Changes damage: +8% physical Critical mult.: +6.00% Maximum encumbrance: +48 Physical save: +18 Stamina each turn: +0.20 Hate when firing a critical mind attack: +3.00 Maximum stamina: +5.00 Maximum psi: +20.00 Defense after a teleport: +23 Resist all after a teleport: +14% New effects duration reduction after a teleport: +16% Size category: +1 Activating this item is instant. It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 4.8 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
pair of dwarven-steel boots 'Veluriwen' (2 def, 10 armour) pair of dwarven-steel boots 'Veluriwen' (2 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 Armour: +10 Defense: +2 Ranged Defense: +2 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +2 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: +3% darkness / +3% fire Changes resistances penetration: +5% arcane Silence immunity: +10% Activating this item is instant. It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bokoyaldil (0 def, 1 armour) Bokoyaldil (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 4 fire / 4 cold / 4 lightning Changes stats: +6 Mag / +3 Wil Changes damage: +7% arcane Critical mult.: +10.00% Mana each turn: +0.04 Equilibrium when hit: +0.16 Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 8.5 - 11.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +5 ice / +6 lightning / +6 fire / +5 arcane / +6 acid Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Flashrace (0 def, 2 armour) Flashrace (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 Armour penetration: +8 Physical power: +4 Armour: +2 Damage (Melee): 8 acid Changes resistances: +8% blight / +7% acid Changes damage: +6% acid Reduces incoming crit damage: 5.00% Physical save: +9 Spell save: +13 Poison immunity: +10% Disease immunity: +15% Confusion immunity: +15% Life regen: +2.10 Stamina each turn: +0.60 Psi each turn: +0.17 Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * Slows global speed by 14% * 15% chance to corrode armor Damage (Melee): +4 lightning Burst (radius 2) on crit: +10 acid Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) cinder dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 Armour: +2 Damage (Melee): 8 fire Changes stats: +4 Str Changes resistances: +8% fire Changes damage: +8% fire When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
iron helm 'Bethussra' (0 def, 3 armour) iron helm 'Bethussra' (0 def, 3 armour)Requires: - Talent 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: * 30% chance to gain 10% of a turn Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
steel mail armour 'Cindershaper' (2 def, 15 armour) steel mail armour 'Cindershaper' (2 def, 15 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Accuracy: +4 Physical crit. chance: +2.0% Armour: +15 Defense: +2 Fatigue: +6% Changes resistances: +12% blight / +12% fire / +12% nature Changes damage: +6% physical A suit of armour made of mail. |
Branyndil (9 def, 22 armour) Branyndil (9 def, 22 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +9 Ranged Defense: +4 Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Damage when hit (Melee): 12 light Changes stats: +4 Wil Changes resistances: +19% acid / +18% physical / +20% darkness / +20% blight / +49% fire Changes resistances penetration: +15% blight Changes damage: +3% arcane Poison immunity: +5% Disarm immunity: +5% Pinning immunity: +10% Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of stability (3 def, 6 armour)rejuvenating hardened leather armour of stability (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Changes resistances: +7% physical Physical save: +13 Life regen: +4.30 Stamina each turn: +1.20 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Mardolamarach the Arcknave (7 def, 29 armour)Mardolamarach the Arcknave (7 def, 29 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +29 Defense: +7 Fatigue: +26% Changes stats: +13 Str / +6 Con Changes resistances: +25% acid / +10% physical / +18% darkness / +21% lightning Changes resistances penetration: +5% lightning / +15% fire Changes damage: +3% lightning / +3% fire Maximum life: +86.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 36 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Emelylaith (19/19, 17-23.8 power, 8 apr) Emelylaith (19/19, 17-23.8 power, 8 apr)Requires: - Cunning 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 17.0 - 23.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +4.0% Capacity: 19 On weapon hit: * 20% chance to cause random insanity * 40% chance to disease On weapon crit: * burns latent spell energy Travel speed: +200% Damage (Ranged): +8 mind / +11 manaburn arcane Arrows are used with bows to pierce your foes to death. |
deadly quiver of ash arrows of paradox (20/20, 24.5-34.3 power, 7 apr) deadly quiver of ash arrows of paradox (20/20, 24.5-34.3 power, 7 apr)Requires: - Cunning 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 24.5 - 34.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 On weapon hit: * 5% chance to gain 10% of a turn Damage (Ranged): +6 temporal Arrows are used with bows to pierce your foes to death. |
icy quiver of elven-wood arrows of accuracy (9/17, 46.5-65.1 power, 14 apr) icy quiver of elven-wood arrows of accuracy (9/17, 46.5-65.1 power, 14 apr)Requires: - Cunning 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 17 Damage (Ranged): +11 cold Arrows are used with bows to pierce your foes to death. |
icy quiver of yew arrows of accuracy (16/16, 34-47.6 power, 10 apr) icy quiver of yew arrows of accuracy (16/16, 34-47.6 power, 10 apr)Requires: - Cunning 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 16 Damage (Ranged): +8 cold Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Alogen' (15/15, 20.5-28.7 power, 7 apr) quiver of ash arrows 'Alogen' (15/15, 20.5-28.7 power, 7 apr)Requires: - Cunning 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 15 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +8 arcane / +6 mind / +7 darkness Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 arcane Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of daylight (23/23, 20.5-28.7 power, 7 apr) quiver of ash arrows of daylight (23/23, 20.5-28.7 power, 7 apr)Requires: - Cunning 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 23 Damage (Ranged): +6 light Damage against: +5% Undead Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (13/13, 12-16.8 power, 5 apr) quiver of elm arrows (13/13, 12-16.8 power, 5 apr)Requires: - Cunning 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.0 - 16.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
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 Gems can be sold for money or used in arcane rituals. |
91 alchemist agate 91 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. |
3 onyx 3 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 Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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 Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
3 opal 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 Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Bleakbloom BleakbloomInfused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +15% arcane Changes damage: +3% arcane Mental save: +6 Maximum life: +45.00 Light radius: +2 See stealth: +7 See invisible: +8 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. |
Cloudnull the alchemist's lamp Cloudnull the alchemist's lampInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning / 4 arcane Changes resistances: +12% lightning / +5% arcane / +6% all Changes resistances penetration: +5% lightning Changes damage: +9% lightning Spell save: +17 Mental save: +8 Light radius: +3 See stealth: +14 See invisible: +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 Light radius: +4 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
yew totem of thorny skin 'Daysteel' [power 40] (20 cooldown) yew totem of thorny skin 'Daysteel' [power 40] (20 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight Changes resistances: +3% light Maximum wards: +3 acid / +3 nature / +2 light Talent granted: +1 Ward Critical mult.: +10.00% Spell save: +20 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, placing all other charms into a 20 cooldown. When used: 100% chance to regenerate 7 equilibrium. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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% Gems can be sold for money or used in arcane rituals. |
arcane elm wand of clairvoyance [power 9] (6 cooldown) arcane elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), placing all other charms into a 6 cooldown. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic yew wand of firewall [power 145] (6 cooldown) volcanic yew wand of firewall [power 145] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +2 Volcano It can be used to creates a wall of flames lasting for 4 turns (dam 145 overall), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By rambo the Superhuman Commando level 7
4th Dusk 122nd year of Ascendancy at 11:09 see stats
By rambo the Superhuman Commando level 28
26th Haze 122nd year of Ascendancy at 12:37 see stats
By rambo the Superhuman Commando level 22
19th Haze 122nd year of Ascendancy at 03:18 see stats
By rambo the Superhuman Commando level 21
75th Dusk 122nd year of Ascendancy at 06:37 see stats
By rambo the Superhuman Commando level 31
28th Haze 122nd year of Ascendancy at 03:53 see stats
By rambo the Superhuman Commando level 10
33rd Dusk 122nd year of Ascendancy at 03:46 see stats
By rambo the Superhuman Commando level 20
66th Dusk 122nd year of Ascendancy at 00:33 see stats
By rambo the Superhuman Commando level 30
27th Haze 122nd year of Ascendancy at 09:41 see stats
By rambo the Superhuman Commando level 17
42nd Dusk 122nd year of Ascendancy at 23:04 see stats
By rambo the Superhuman Commando level 26
25th Haze 122nd year of Ascendancy at 02:32 see stats
By rambo the Superhuman Commando level 16
37th Dusk 122nd year of Ascendancy at 21:59 see stats
By rambo the Superhuman Commando level 17
42nd Dusk 122nd year of Ascendancy at 23:04 see stats
Log
Andvoroma the thalore starts to bleed.
Andvoroma the thalore evades rambo.
Andvoroma the thalore is grappled!
Rambo is engaged in a grapple!
Andvoroma the thalore is dazed!
rambo performs a ranged critical strike against rambo!
Andvoroma the thalore shrugs off the critical damage!
Andvoroma the thalore is not dazed anymore.
rambo hits rambo for 42 healing, 42 healing, 338 physical (338 total damage) [85 healing].
rambo hits Andvoroma the thalore for 53 physical damage.
Grappling hits Andvoroma the thalore for 37 physical damage.
rambo the level 32 superhuman commando was struck to death by himself, providing a free meal to the wildlife on level 1 of Ambush!.
You have 5 life(s) left.
Rambo has finished recovering.
Rambo deactivates Chant of Fortitude.
Rambo deactivates Lacerating Strikes.
Rambo deactivates Explosive Entrance.
Rambo has released the hold.
Rambo deactivates Elemental Harmony.
Rambo deactivates Elemental Discord.
Rambo deactivates Your Worst Nightmare.
Rambo deactivates Death Grip.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
rambo killed rambo!
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!