










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Exponential Leveling Based More Points 1.4.3 Ashes of Urh'Rok 1.5.0Official 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:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.3Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 23 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Xerarinne the bloated horror at level 23 on the 35th Dusk 122nd year of Ascendancy at 14:04 / 1 |
Primary Stats
| Strength | 39 (base 31) |
| Dexterity | 67 (base 53) |
| Constitution | 55 (base 52) |
| Magic | 55 (base 53) |
| Willpower | 32 (base 28) |
| Cunning | 83 (base 53) |
Resources
| Life | -99/684 |
| Mana | 4/342 |
| Stamina | 32/216 |
| Healing Factor | 1.3 |
| Regeneration | 89.297 |
Speed
| Mental | +13.730253703435% |
| Attack | 0% |
| Movement | 0% |
| Spell | +13.730253703435% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 7 |
| See Stealth | 65.188796200634 |
| See Invisible | 72.188796200634 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 65 |
| Crit Chance | 37% |
| APR | 47 |
| Speed | 0.88 |
Offense: Offhand
| Damage | 63 |
| Accuracy | 65 |
| Crit Chance | 37% |
| APR | 47 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 29% |
| Speed | 0.87927351556571 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Nature | +5% |
| Lightning | +5% |
| Cold | +20% |
| Physical | +13% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Physical | +18% |
| Darkness | +7% |
| Mind | +7% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 23 (68.311688311688%) |
| Defense | 61 |
| Ranged Defense | 64 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 32 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Nature | + 30%( 70%) |
| Darkness | + 17%( 70%) |
| Cold | + 35%( 70%) |
| Lightning | + 17%( 70%) |
| Mind | + 17%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Disarm Resistance | 14% |
| Instadeath Resistance | 100% |
| Blind Resistance | 18% |
| Poison Resistance | 20% |
| Knockback Resistance | 5% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 451% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Trained Reactions |
| talent | Shadow Feed |
| talent | Shadow Combat |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 42.52 fire damage, and talent cooldowns are increased by 43% plus 1 turn. Burning Hex |
| beneficial effect | A flow of life spins around the target, regenerating 68.44 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 22 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul) | done |
You failed to protect the lost tinker from death by Shardskin. Escort: lost tinker (level 4 of Old Forest) | failed |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' 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 ice ant stinger. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed green worm. * '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.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Frost Treads (1 def, 4 armour) (On feet)]Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Dex / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Light radius: +1 (-) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +44.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. hardened leather cap 'Alintir' (9 def, 3 armour) (On head)]hardened leather cap 'Alintir' (9 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 (-) Armour: +3 (-) Defense: +9 (+2 eff.) (-) Ranged Defense: +9 (+2 eff.) (-) Fatigue: +3% (-) Changes stats: +3(-) Str Physical save: +16 (+8 eff.) (-) Maximum life: +50.00 (-) Maximum stamina: +40.00 (-) A cap made of leather. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)]Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +5%(-) physical Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+6 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Dark Tendrils (costing 36 power out of 50/50) : Effective talent level: 2.0 Power cost: 36 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
| On fingers | [vs. Nightsong (On fingers, 1 of 2)]rogue's steel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +17 (+4 eff.) (+11 (+3 eff.)) Fatigue: +0% (+7%) Changes stats: +4(-2) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Maximum stamina: +0.00 (-25.00) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Gunatar the Blastsever (Around neck)]Gunatar the Blastsever Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Dex / +2(-) Mag Changes resistances: +6%(-) lightning Changes resistances penetration: +10%(-) arcane Changes damage: +5%(-) acid / +4%(-) fire / +5%(-) lightning / +5%(-) cold Critical mult.: +5.00% (-) Blindness immunity: +13% (-) Mana when firing critical spell: +2.00 (-) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +3% (-) Infravision radius: +3 (-) Sight radius: +2 (-) See invisible: +7 (-) Amulets can have magical properties. |
| In main hand | [vs. Glodath the Breezekill (132% power, 7 apr) (In main hand, 1 of 2)]Glodath the Breezekill (132% power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to torment the target Damage (Melee): +8(-) nature When wielded/worn: Physical power: +9 (+3 eff.) (-) Changes stats: +3(-) Con Changes resistances: +6%(-) darkness Changes resistances penetration: +6%(-) physical / +7%(-) mind / +7%(-) darkness Spell save: +12 (+6 eff.) (-) Disease immunity: +5% (-) Disarm immunity: +14% (-) Knockback immunity: +5% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. noble's rough leather belt of burglary (Around waist)]noble's rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +4(-) Cun / +6(-) Lck Reduced damage from: +16% (-)Summoned Trap disarming bonus: +5 (-) Stealth bonus: +6 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In off hand | [vs. Glodath the Breezekill (132% power, 7 apr) (In main hand, 1 of 2)]Kandur the dwarven-steel dagger (112% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 112% (-20%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 (-) Crit. chance: +6.0% (-) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Damage (Melee): +11(+3) nature / +8 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +14 Physical power: +0 (+0 eff.) (-9 (-3 eff.)) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +0(-3) Con Changes resistances: +15% acid / +6% cold / +6% mind / +0%(-6%) darkness Changes resistances penetration: +12%(+6%) physical / +0%(-7%) mind / +0%(-7%) darkness Changes damage: +8% physical Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Blindness immunity: +5% Disease immunity: +0% (-5%) Disarm immunity: +0% (-14%) Knockback immunity: +0% (-5%) Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Lisevea the linen cloak (1 def, 4 armour) (Cloak)]Lisevea the linen cloak (1 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +2 (+0 eff.) (-) Armour penetration: +1 (-) Physical crit. chance: +2.0% (-) Physical power: +8 (+2 eff.) (-) Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: -3% (-) Changes stats: +1(-) Str / +3(-) Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. The Untouchable (14 def, 12 armour) (Main armor)]The Untouchable (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 (-) Armour: +12 (-) Defense: +14 (+4 eff.) (-) Changes stats: +8(-) Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 221)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 and cleanse 1 wound and 1 poison effect. 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 ability. |
healing infusion of the sneak (heal 220)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 and cleanse 1 wound and 1 poison effect. 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 ability. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 230 over 5 turns)] (on body)]regeneration infusion of the wizard (heal 265 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 265(-77) life over 5(-) turns. Its effects scale with your -Cunning, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Movement [movement infusion of the psychic (397% speed; 5 turns)] (on body)]movement infusion of the titan (497% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 497%(+46%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5(-) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Willpower, +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.manasurge rune of the duelist (1052% regen over 10 turns; 52 instant mana) 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: 44 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1052% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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. |
[vs. Gunatar the Blastsever (Around neck)]Bethoriwe the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Str / +0(-3) Dex / +3(+1) Mag / +1 Wil / +1 Con Changes resistances: +0%(-6%) lightning Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-5%) acid / +0%(-4%) fire / +0%(-5%) lightning / +0%(-5%) cold Grants telepathy: Humanoid/Orc Critical mult.: +0.00% (-5.00%) Blindness immunity: +0% (-13%) Mana when firing critical spell: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +3 Infravision radius: +0 (-3) Sight radius: +0 (-2) See invisible: +0 (-7) Amulets can have magical properties. |
[vs. Gunatar the Blastsever (Around neck)]Mardizilagafang the Ashripper Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3(-) Dex / +3(+1) Mag Changes resistances: +0%(-6%) lightning Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-5%) acid / +3%(-1%) fire / +0%(-5%) lightning / +0%(-5%) cold Talent mastery: +0.12 Cunning / Lethality Critical mult.: +0.00% (-5.00%) Blindness immunity: +0% (-13%) Mana when firing critical spell: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +2 Infravision radius: +0 (-3) Sight radius: +0 (-2) See invisible: +0 (-7) Amulets can have magical properties. |
[vs. Gunatar the Blastsever (Around neck)]gold amulet 'Glintbreak' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to blind Changes stats: +0(-3) Dex / +0(-2) Mag Changes resistances: +0%(-6%) lightning / +13% mind / +6% light Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-5%) acid / +3% light / +0%(-4%) fire / +0%(-5%) lightning / +0%(-5%) cold Critical mult.: +0.00% (-5.00%) Blindness immunity: +0% (-13%) Confusion immunity: +35% Mana when firing critical spell: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +1 Infravision radius: +0 (-3) Sight radius: +0 (-2) See invisible: +0 (-7) Amulets can have magical properties. |
[vs. Nightsong (On fingers, 1 of 2)]wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-1 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Mag Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Spell save: +4 (+2 eff.) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]Eclipsewedge Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-1 eff.)) Fatigue: -4% (+3%) Changes stats: +8 Dex / +2 Wil / +0(-6) Cun Changes resistances: +26% lightning Changes resistances penetration: +20% darkness Changes damage: +13% lightning / +0%(-5%) physical / +6% darkness Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Maximum stamina: +0.00 (-25.00) See invisible: +9 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]marksman's steel ring of arcana(+0.12/turn) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Fatigue: +0% (+7%) Changes stats: +2 Dex / +0(-6) Cun Changes damage: +0%(-5%) physical Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Silence immunity: +20% Mana each turn: +0.12 Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Nightsong (On fingers, 1 of 2)]steel ring 'Umbrawing' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Fatigue: +0% (+7%) Changes stats: +5 Dex / +3 Mag / +8(+2) Cun Changes resistances: +11% blight Changes resistances penetration: +15% arcane Changes damage: +11% blight / +0%(-5%) physical / +6% darkness Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-6 eff.)) Spellpower on spell critical (stacks up to 3 times): +2 Maximum stamina: +0.00 (-25.00) Spellpower: +5 (+2 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Glodath the Breezekill (132% power, 7 apr) (In main hand)]Eclipse (117% power, 4 apr, physical element) Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% (-15%) Range: 1.2x (-0.1x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-3) Crit. chance: +3.5% (-2.5%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Damage (Melee): +0(-8) nature When wielded/worn: Physical power: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +0(-3) Con Changes resistances: +0%(-6%) darkness Changes resistances penetration: +0%(-6%) physical / +0%(-7%) mind / +0%(-7%) darkness Changes damage: +15% temporal / +15% physical / +15% light / +15% darkness Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Disease immunity: +0% (-5%) Disarm immunity: +0% (-14%) Knockback immunity: +0% (-5%) P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+4 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
[vs. Glodath the Breezekill (132% power, 7 apr) (In main hand)]Skullcleaver (120% power, 4 apr) Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 120% (-12%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-3) Crit. chance: +12.0% (+6.0%) Attack speed: 100% (-) When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: - 20% chance to torment the target Lifesteal (this weapon only): +10% Damage (Melee): +0(-8) nature Damage conversion: 25% blight When wielded/worn: Physical power: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +0(-3) Con Changes resistances: +0%(-6%) darkness Changes resistances penetration: +0%(-6%) physical / +0%(-7%) mind / +0%(-7%) darkness Changes damage: +8% blight Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Disease immunity: +0% (-5%) Disarm immunity: +0% (-14%) Knockback immunity: +0% (-5%) A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
[vs. Glodath the Breezekill (132% power, 7 apr) (In main hand, 1 of 2)]Spellblaze Shard (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 120% (-12%) Range: 1.3x (+0.0x) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+3) Crit. chance: +12.0% (+6.0%) Attack speed: 100% (-) On weapon hit: - 20% chance to torment the target Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn / +0(-8) nature Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Physical power: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +0(-3) Con / +5 Mag Changes resistances: +10% blight / +10% fire / +0%(-6%) darkness Changes resistances penetration: +0%(-6%) physical / +0%(-7%) mind / +0%(-7%) darkness Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Disease immunity: +0% (-5%) Disarm immunity: +0% (-14%) Knockback immunity: +0% (-5%) This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Armour: +15 (+3) Armour Hardiness: +30% Defense: +10 (+3 eff.) (-4 (-1 eff.)) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +0(-8) Cun / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]Delotar the drakeskin leather armour (14 def, 11 armour) Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +0 (-10) Armour: +11 (-1) Defense: +14 (+4 eff.) (-) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 7 light / 12 physical Changes stats: +3(-5) Cun / +4 Wil Changes resistances: +25% blight / +16% darkness / +3% light Changes resistances penetration: +5% acid Changes damage: +6% acid Spell save: +9 (+4 eff.) Mental save: +17 (+7 eff.) Light radius: +2 A suit of armour made of leather. |
[vs. The Untouchable (14 def, 12 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +0 (-10) Armour: +8 (-4) Defense: +3 (+1 eff.) (-11 (-3 eff.)) Fatigue: +16% Changes stats: +0(-8) Cun Changes resistances: +12% darkness / +6% mind / +14% light Mental save: +10 (+4 eff.) A suit of armour made of mail. |
[vs. Lisevea the linen cloak (1 def, 4 armour) (Cloak)]linen cloak 'Yvata' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-2 (+0 eff.)) Armour penetration: +0 (-1) Physical crit. chance: +0.0% (-2.0%) Physical power: +0 (+0 eff.) (-8 (-2 eff.)) Armour: +0 (-4) Defense: +1 (+0 eff.) (-) Fatigue: +0% (+3%) Changes stats: +2(+1) Str / +1(-2) Dex / +2 Cun Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Infravision radius: +2 Damage Shield penetration: +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]Tarrihell the pair of rough leather boots (9 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+1) Defense: +9 (+2 eff.) (+8 (+2 eff.)) Ranged Defense: +9 (+2 eff.) Fatigue: +1% (-6%) Changes stats: +0(-4) Str / +0(-4) Dex / +0(-4) Cun / +1 Con Changes resistances: +5% lightning / +6% temporal / +0%(-10%) nature / +0%(-20%) cold Changes resistances penetration: +10% mind Changes damage: +0%(-15%) cold / +12% physical Light radius: +0 (-1) A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]stealthy pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-3) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% (-6%) Changes stats: +0(-4) Str / +3(-1) Dex / +0(-4) Cun / +5 Lck Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Stealth bonus: +5 Stamina each turn: +0.40 Maximum stamina: +13.00 Light radius: +0 (-1) A pair of boots made of leather. |
[vs. Frost Treads (1 def, 4 armour) (On feet)]pair of hardened leather boots 'Chalyhir' (3 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +3 (+1 eff.) (+2 (+1 eff.)) Ranged Defense: +2 (+1 eff.) Fatigue: +3% (-4%) Damage when hit (Melee): 8 mind Changes stats: +0(-4) Str / +0(-4) Dex / +3 Mag / +6 Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +9% mind / +0%(-15%) cold Stamina each turn: +0.50 Maximum stamina: +13.00 Mental crit. chance: +1% Light radius: +0 (-1) It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Aerulle the Blindspar (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes resistances penetration: +5% lightning / +5% darkness Changes damage: +12% lightning / +3% darkness / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Life regen: +1.10 Stamina each turn: +0.60 Maximum stamina: +11.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]iron gauntlets 'Gloryssra' (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +6% acid / +0%(-10%) nature / +3% lightning Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Spell save: +20 (+9 eff.) Poison immunity: +0% (-20%) Silence immunity: +15% Knockback immunity: +10% Teleport immunity: +20% Life regen: +1.20 Stamina each turn: +0.70 Maximum stamina: +12.00 Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +0(-4) Cun / +0(-4) Wil Changes resistances: +0%(-10%) nature Changes damage: +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. hardened leather cap 'Alintir' (9 def, 3 armour) (On head)]Ivukira the rough leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Physical crit. chance: +2.0% Armour: +5 (+2) Defense: +0 (+0 eff.) (-9 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-2 eff.)) Fatigue: +1% (-2%) Changes stats: +0(-3) Str / +4 Dex / +7 Con Changes damage: +9% physical Physical save: +0 (+0 eff.) (-16 (-8 eff.)) Psi when hit: +0.08 Maximum life: +0.00 (-50.00) Maximum stamina: +0.00 (-40.00) A cap made of leather. |
[vs. hardened leather cap 'Alintir' (9 def, 3 armour) (On head)]grounding rough leather cap of constitution (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Armour: +1 (-2) Defense: +0 (+0 eff.) (-9 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-2 eff.)) Fatigue: +1% (-2%) Changes stats: +0(-3) Str / +3 Con Changes resistances: +6% lightning / +6% temporal Physical save: +0 (+0 eff.) (-16 (-8 eff.)) Maximum life: +0.00 (-50.00) Maximum stamina: +0.00 (-40.00) A cap made of leather. |
[vs. hardened leather cap 'Alintir' (9 def, 3 armour) (On head)]Noonwrest (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-3) Armour: +3 (-) Defense: +0 (+0 eff.) (-9 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-2 eff.)) Fatigue: +3% (-) Effects on melee hit: * 30% chance to blind Changes stats: +0(-3) Str / +4 Dex Changes resistances: +6% light Changes damage: +15% light Physical save: +0 (+0 eff.) (-16 (-8 eff.)) Maximum life: +0.00 (-50.00) Maximum stamina: +0.00 (-40.00) Light radius: +3 A cap made of leather. |
[vs. hardened leather cap 'Alintir' (9 def, 3 armour) (On head)]Vorosethra the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-3) Armour: +3 (-) Defense: +0 (+0 eff.) (-9 (-2 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-2 eff.)) Fatigue: +5% (+2%) Changes stats: +0(-3) Str / +4 Mag Changes resistances: +10% darkness / +3% mind / +11% light Changes damage: +15% mind Physical save: +0 (+0 eff.) (-16 (-8 eff.)) Maximum life: +0.00 (-50.00) Maximum stamina: +0.00 (-40.00) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
11 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. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
4 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 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
79 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. |
[vs. bright brass lantern of health (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-44.00) Light radius: +4 (-1) Healing mod.: +10% It can be used to call light (86 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Prox's Lucky Halfling Foot (Tool)]woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +1 Str / +0(-5) Lck Changes resistances: +11% nature Changes damage: +6% nature Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-5) Lck / +5 Wil Trap disarming bonus: +0 (-5) Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. Prox's Lucky Halfling Foot (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-1 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 140.44 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shardblade the Cornac Shadowblade level 7
7th Mirth 122nd year of Ascendancy at 19:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shardblade the Cornac Shadowblade level 10
1st Summertide 122nd year of Ascendancy at 22:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shardblade the Cornac Shadowblade level 20
30th Dusk 122nd year of Ascendancy at 08:16 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shardblade the Cornac Shadowblade level 18
11st Dusk 122nd year of Ascendancy at 21:10 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Shardblade the Cornac Shadowblade level 15
5th Dusk 122nd year of Ascendancy at 04:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shardblade the Cornac Shadowblade level 10
2nd Summertide 122nd year of Ascendancy at 03:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Shardblade the Cornac Shadowblade level 19
27th Dusk 122nd year of Ascendancy at 10:43 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shardblade the Cornac Shadowblade level 22
34th Dusk 122nd year of Ascendancy at 14:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shardblade the Cornac Shadowblade level 15
4th Dusk 122nd year of Ascendancy at 15:17 see stats
Log
Headless horror hits Shardblade for 6 arcane damage.
Bleeding from Eilinugarin the saw horror hits Shardblade for 2 physical damage.
Xerarinne the bloated horror casts Searing Light.
Xerarinne the bloated horror's spell attains critical power!
Xerarinne the bloated horror is surging arcane power.
Shardblade shrugs off the critical damage!
Shardblade reacts to damage from Xerarinne the bloated horror, mitigating the blow!.
Xerarinne the bloated horror hits Shardblade for (49 reacted , -5 stam), 96 light (96 total damage).
Eilinugarin the saw horror is not stunned anymore.
Eldritch eye casts Burning Hex.
Shardblade is hexed!
Shardblade shrugs off the effect 'Confused'!
Shardblade stops bleeding.
Talent Dig is ready to use.
Talent Tumble is ready to use.
Xerarinne the bloated horror uses Mind Sear.
Shardblade resists the mind attack!
Xerarinne the bloated horror hits Shardblade for 60 mind damage.
Shardblade uses Infusion: Regeneration.
Shardblade starts regenerating health quickly.
Headless horror misses Shardblade.
Shadow casts Phase Door.
Eldritch eye casts Burning Hex.
Shardblade shrugs off the effect 'Burning Hex'!
Xerarinne the bloated horror casts Moonlight Ray.
Xerarinne the bloated horror's spell attains critical power!
Shardblade reacts to damage from Xerarinne the bloated horror, mitigating the blow!.
Saving game...











































































































