Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better inscription information 1.3.1Improves the default inscription information to include such things as health per turn/sustained health per turn for regeneration infusions etc. Flagpole Healthbar 1.1.5Makes the actor healthbars a 3/4 height vertical bar in the lower left, receding upwards with damage so less vital information is lost behind perspective wall tiles. Designed for use with my corner-only threat borders, but also looks passable with the default four-corner design as I also made the bar render on top of the frame. (Only issue is that full health gets lost against the ally-color frame). Looks good in sizes down to 32x32, fails to render in 16x16 presently. Intended for Shockbolt tiles and frames, not much use with roguelike. Items Vault 1.3.0Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality 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. Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Berserker |
Level / Exp | 19 / 5% |
Size | medium |
Lifes / Deaths | Killed by Rantha the Worm at level 19 on the 59th Regrowth 123rd year of Ascendancy at 23:41 / 1 |
Primary Stats
Strength | 50 (base 46) |
Dexterity | 18 (base 11) |
Constitution | 19 (base 13) |
Magic | 10 (base 10) |
Willpower | 37 (base 33) |
Cunning | 14 (base 10) |
Resources
Life | -88/654 |
Stamina | 32/222 |
Equilibrium | 10 |
Healing Factor | 1 |
Regeneration | 7.2337592317851 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +450% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 111 |
Accuracy | 48 |
Crit Chance | 28% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 25.75 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 55.2 (93.924050632911%) |
Defense | 19.8 |
Ranged Defense | 19.8 |
Fatigue | 29 |
Physical Save | 40.383333333333 |
Spell Save | 32.575 |
Mental Save | 37.925 |
Defense: Resistances
All | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 23% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. (15 + 0.1 Mag) |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 450% 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. (339 + 3.0 Wil) |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 237 life over 5 turns. Its effects scale with your Strength stat. (67 + 3.4 Str) |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Effects
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | The thrill of combat improves the target's maximum life by 5%, life regeneration by 3.17, and stamina regeneration by 0.63. Bloodbath |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | The movement infusion allows you to run at extreme fast pace. Any other action other than movement will cancel it. Movement is 450% faster. Wild Speed |
beneficial effect | The target ignores pain, reducing all damage taken by 16%. Pain Suppression |
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. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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's current energy level is: 8. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed black mamba head. * You've found the needed skeleton mage skull. 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 orc heart. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed bear paw. * You've found the needed snow giant kidney. | 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 within4 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 | Erelydogrim (0 def, 8 armour) Erelydogrim (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +2 Mag Changes resistances penetration: +5% blight Spell save: +6 (+3 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Light source | alchemist's lamp 'Thunderquake' alchemist's lamp 'Thunderquake'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze Grants telepathy: Demon/Minor Demon/Major Psi when hit: +0.04 Maximum life: +49.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
On head | Kindlerazor (6 def, 11 armour) Kindlerazor (6 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Defense: +6 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 12 mind Changes resistances: +4% all Changes damage: +12% mind / +6% fire Physical save: +5 (+2 eff.) A cap made of leather. Press to compare |
Tool | Tempestvice [power 25] (20 cooldown) Tempestvice [power 25] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +2 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +1% physical Only die when reaching: -40.00 life It can be used to harden the skin for 7 turns increasing armour by 25 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
On fingers | marksman's steel ring of fire (+20%) marksman's steel ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances: +20% fire Changes damage: +10% fire Rings can have magical properties. Press to compare |
On fingers | titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+2 eff.) Rings can have magical properties. Press to compare |
Around waist | grounding rough leather belt of resilience grounding rough leather belt of resilienceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Maximum life: +34.00 A belt that goes around your waist. Press to compare |
In main hand | voratun greatmaul 'Crackleravage' (180% power, 4 apr) voratun greatmaul 'Crackleravage' (180% power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 lightning When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+3 eff.) Armour: +4 Changes resistances: +6% acid Massive two-handed mauls. Press to compare |
On hands | heroic iron gauntlets (0 def, 5 armour) heroic iron gauntlets (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +6 (+3 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | enlightening steel plate armour of the dragon (4 def, 9 armour) enlightening steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Str / +3 Wil / +4 Cun / +2 Con Changes resistances: +8% acid / +7% physical / +6% fire / +5% cold / +7% lightning Talent cooldown: Rush (-5 turns) Mental save: +14 (+5 eff.) Disarm immunity: +23% Stun/Freeze immunity: +22% Knockback immunity: +26% A suit of armour made of metal plates. Press to compare |
Cloak | cashmere cloak 'Stormborn' (7 def, 0 armour) cashmere cloak 'Stormborn' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +7 (+4 eff.) Effects on melee hit: * 30% chance to daze Changes damage: +6% physical Physical save: +8 (+3 eff.) Life regen: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 (+4 eff.) Spell save: +11 (+6 eff.) Mental save: +12 (+5 eff.) Amulets can have magical properties. Press to compare |
Inventory
healing infusion [Cun] (58hp (5.8hp/turn sustained use)) healing infusion [Cun] (58hp (5.8hp/turn sustained use))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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 58 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. (24 + 2.4 Cun) 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. |
regeneration infusion [Cun] (108hp (21.5hp/turn active; 8.3hp/turn sustained use)) regeneration infusion [Cun] (108hp (21.5hp/turn active; 8.3hp/turn sustained use))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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Its effects scale with your Cunning stat. (60 + 3.4 Cun) 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. Press to compare |
regeneration infusion [Wil] (260hp (52.0hp/turn active; 16.2hp/turn sustained use)) regeneration infusion [Wil] (260hp (52.0hp/turn active; 16.2hp/turn sustained use))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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 260 life over 5 turns. Its effects scale with your Willpower stat. (134 + 3.4 Wil) 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. Press to compare |
wild infusion [Dex] (mental; 12.8% x4 turns) wild infusion [Dex] (mental; 12.8% x4 turns)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. (11 + 0.1 Dex) 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. Press to compare |
wild infusion [Dex] (magical; 11.8% x5 turns) wild infusion [Dex] (magical; 11.8% x5 turns)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: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. (10 + 0.1 Dex) 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. Press to compare |
wild infusion [Str] (magical&physical; 20.0% x5 turns) wild infusion [Str] (magical&physical; 20.0% x5 turns)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. (15 + 0.1 Str) 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. Press to compare |
insidious poison infusion [Dex] (16.7d/t; heal reduction 20.0%; range 4) insidious poison infusion [Dex] (16.7d/t; heal reduction 20.0%; range 4)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: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.71 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. (81 + 2.0 Dex) 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. |
phase door rune [Dex] (range 6; power 20; dur 4) phase door rune [Dex] (range 6; power 20; dur 4)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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. (16 + 0.1 Dex) 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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
warrior's copper amulet of constitution (+3) warrior's copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. Press to compare |
cleansing steel amulet cleansing steel amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% nature / +14% blight Poison immunity: +20% Disease immunity: +24% Amulets can have magical properties. Press to compare |
cleansing steel amulet of strength (+2) cleansing steel amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str Changes resistances: +14% nature / +11% blight Poison immunity: +22% Disease immunity: +21% Amulets can have magical properties. Press to compare |
restful gold amulet restful gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Life regen: +2.10 Amulets can have magical properties. Press to compare |
starlit gold amulet of strength (+2) starlit gold amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +15% light / +13% darkness Blindness immunity: +20% Amulets can have magical properties. Press to compare |
Olidir the stralite amulet Olidir the stralite amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +17% blight / +17% nature / +6% mind Poison immunity: +23% Disease immunity: +30% Disarm immunity: +5% Teleport immunity: +10% Amulets can have magical properties. Press to compare |
stralite amulet 'Velaldakira' stralite amulet 'Velaldakira'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +11% mind / +5% arcane Confusion immunity: +24% Stun/Freeze immunity: +10% Amulets can have magical properties. Press to compare |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+3 eff.) Rings can have magical properties. Press to compare |
sneakthief's copper ring sneakthief's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5 Cun / +4 Dex Rings can have magical properties. Press to compare |
Islimivena the steel ring Islimivena the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances: +20% light / +6% temporal Changes damage: +10% light Rings can have magical properties. Press to compare |
mule's steel ring of frost (+22%) mule's steel ring of frost (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -7% Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +23 Rings can have magical properties. Press to compare |
psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. Press to compare |
titan's steel ring titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. Press to compare |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. Press to compare |
rogue's gold ring rogue's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings can have magical properties. Press to compare |
Polyldawyn PolyldawynInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Dex / +1 Mag Changes resistances: +15% mind Changes damage: +15% mind Light radius: +1 Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. Press to compare |
Thunderripper the voratun battleaxe (185% power, 4 apr) Thunderripper the voratun battleaxe (185% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 185% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances penetration: +5% lightning Massive two-handed battleaxes. Press to compare |
Blackusher the voratun greatmaul (183% power, 4 apr) =shieldpen= Blackusher the voratun greatmaul (183% power, 4 apr) =shieldpen=Requires: - Strength 48 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes damage: +9% darkness Life regen: +0.40 Massive two-handed mauls. Press to compare |
voratun greatmaul 'Islunor' (178% power, 4 apr) voratun greatmaul 'Islunor' (178% power, 4 apr)Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 nature / +23 temporal When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +15% Massive two-handed mauls. Press to compare |
hateful dwarven-steel greatsword of erosion (148% power, 2 apr) hateful dwarven-steel greatsword of erosion (148% power, 2 apr)Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 149% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 temporal / +12 nature / +14 darkness Damage against: +10% Living Massive two-handed swords. Press to compare |
Fulogas the stralite greatsword (176% power, 3 apr) Fulogas the stralite greatsword (176% power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness / +9% lightning Spell save: +6 (+3 eff.) Psi when hit: +0.12 Massive two-handed swords. Press to compare |
Loryruihor (156% power, 3 apr) =corrosion= Loryruihor (156% power, 3 apr) =corrosion=Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to corrode armour When wielded/worn: Armour: +2 Changes resistances: +9% cold Changes resistances penetration: +18% acid Disease immunity: +10% Cut immunity: +15% Life regen: +3.00 Massive two-handed swords. Press to compare |
Kheluresta KhelurestaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +5% cold / +6% fire Knockback immunity: +10% A belt that goes around your waist. Press to compare |
noble's rough leather belt of recklessness noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Reduced damage from: +16% Summoned Critical mult.: +6.00% A belt that goes around your waist. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Aretira AretiraInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Con Reduces incoming crit damage: 10.00% Physical save: +8 (+3 eff.) Mindpower: +6 (+3 eff.) Infravision radius: +2 A belt that goes around your waist. Press to compare |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Delerak (3 def, 0 armour) Delerak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +2 Str / +3 Con Changes resistances: +3% light / +3% cold Mental save: +9 (+4 eff.) Stun/Freeze immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Saliritha the Thundercut (0 def, 1 armour) Saliritha the Thundercut (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 acid Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% lightning A pair of boots made of leather. Press to compare |
traveler's pair of hardened leather boots of uncanny dodging (3 def, 3 armour) traveler's pair of hardened leather boots of uncanny dodging (3 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: -3% Maximum encumbrance: +21 Physical save: +7 (+2 eff.) A pair of boots made of leather. Press to compare |
Frost Treads (1 def, 4 armour) 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 (+1 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. Press to compare |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.50 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
drakeskin leather gloves 'Chyvon' (0 def, 3 armour) drakeskin leather gloves 'Chyvon' (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+6 eff.) Armour: +3 Changes stats: +6 Dex / +2 Con Mental save: +3 (+2 eff.) Hate when firing a critical mind attack: +1.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Naturewasp the voratun gauntlets (0 def, 3 armour) Naturewasp the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 cold Changes resistances: +6% mind / +8% cold Changes damage: +7% cold Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
cashmere wizard hat 'Xeraressra' (2 def, 0 armour) cashmere wizard hat 'Xeraressra' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% arcane / +11% mind / +6% darkness Changes damage: +17% mind Teleport immunity: +10% A pointy cloth hat, very wizardly... Press to compare |
cashmere wizard hat of fire (+18%) (2 def, 0 armour) cashmere wizard hat of fire (+18%) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% fire Changes damage: +12% fire A pointy cloth hat, very wizardly... Press to compare |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of frost (+18%) (2 def, 0 armour)cashmere wizard hat of frost (+18%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +18% cold Changes damage: +12% cold A pointy cloth hat, very wizardly... Press to compare |
insulating cashmere wizard hat of balance (2 def, 0 armour) insulating cashmere wizard hat of balance (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +7% cold / +7% fire Equilibrium when hit: +1.00 Psi when hit: +1.30 Hate when hit: +1.10 A pointy cloth hat, very wizardly... Press to compare |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 26.46 to 79.39 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. Press to compare |
rough leather cap 'Ragirachik' (0 def, 1 armour) rough leather cap 'Ragirachik' (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Cun / +2 Str Changes resistances: +6% nature / +5% blight A cap made of leather. Press to compare |
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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Salima the Flarelord Salima the FlarelordInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances penetration: +5% light Physical save: +5 (+2 eff.) Light radius: +2 Healing mod.: +11% 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. Press to compare |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +5 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+2 eff.) Maximum life: +43.00 Light radius: +2 Healing mod.: +11% 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. Press to compare |
Vilefury (dig speed 28 turns) Vilefury (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Damage when hit (Melee): 4 nature / 4 blight Changes stats: +3 Str Changes resistances: +6% blight Changes damage: +6% blight 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: 2.6 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 +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe 'Rhevor' (dig speed 37 turns) iron pickaxe 'Rhevor' (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Str Changes resistances: +11% nature / +5% arcane Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Rootglory (dig speed 15 turns) Rootglory (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Str Changes damage: +12% nature Maximum life: +23.00 Maximum stamina: +20.00 Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged iron torque of kinetic psionic shield [power 37] (26 cooldown) supercharged iron torque of kinetic psionic shield [power 37] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 37 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Haryrion the Bilewasp [power 133] (6 cooldown) Haryrion the Bilewasp [power 133] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +3% mind It can be used to fire a blast of psionic energies in a range 7 beam (dam 66-133), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
steel torque of thermal psionic shield [power 51] (20 cooldown) steel torque of thermal psionic shield [power 51] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
supercharged steel torque of charged psionic shield [power 61] (26 cooldown) supercharged steel torque of charged psionic shield [power 61] (26 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 61 for 7 turns, putting all charms on cooldown for 26 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
hateful dwarven-steel torque of psychoportation [power 33] (30 cooldown) hateful dwarven-steel torque of psychoportation [power 33] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
Zemnir the elm totem of thorny skin [power 11] (15 cooldown) Zemnir the elm totem of thorny skin [power 11] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% nature / +5% arcane Pinning immunity: +20% It can be used to harden the skin for 7 turns increasing armour by 11 and armour hardiness by 30%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
quick ash totem of thorny skin [power 17] (14 cooldown) quick ash totem of thorny skin [power 17] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 17 and armour hardiness by 40%, putting all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
forceful yew totem of cure ailments [power 2] (10 cooldown) forceful yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
yew totem of cure ailments [power 2] (10 cooldown) yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Achievements
By Nathi the Thalore Berserker level 18
46th Regrowth 123rd year of Ascendancy at 18:43 see stats
By Nathi the Thalore Berserker level 17
32nd Regrowth 123rd year of Ascendancy at 18:12 see stats
By Nathi the Thalore Berserker level 7
5th Mirth 122nd year of Ascendancy at 05:44 see stats
By Nathi the Thalore Berserker level 18
45th Regrowth 123rd year of Ascendancy at 08:29 see stats
By Nathi the Thalore Berserker level 18
46th Regrowth 123rd year of Ascendancy at 17:49 see stats
By Nathi the Thalore Berserker level 14
53rd Haze 122nd year of Ascendancy at 12:39 see stats
By Nathi the Thalore Berserker level 10
3rd Flare 122nd year of Ascendancy at 13:23 see stats
By Nathi the Thalore Berserker level 14
44th Dusk 122nd year of Ascendancy at 05:30 see stats
By Nathi the Thalore Berserker level 15
1st Allure 123rd year of Ascendancy at 04:18 see stats
By Nathi the Thalore Berserker level 18
46th Regrowth 123rd year of Ascendancy at 18:43 see stats
By Nathi the Thalore Berserker level 10
3rd Flare 122nd year of Ascendancy at 13:25 see stats
By Nathi the Thalore Berserker level 12
16th Dusk 122nd year of Ascendancy at 02:11 see stats
By Nathi the Thalore Berserker level 15
1st Allure 123rd year of Ascendancy at 00:34 see stats
Log
Rantha the Worm's ice storm area effect hits Nathi for 20 cold damage.
Nathi uses Infusion: Wild.
Nathi lessens the pain.
Nathi uses Fearless Cleave.
Rantha the Worm uses Ice Claw.
Rantha the Worm resists the mind attack!
Rantha the Worm hits Nathi for 13 cold, 82 cold (95 total damage).
Nathi hits Rantha the Worm for 212 physical, 4 lightning, , 7 lightning, 5 mind (227 total damage).
Rantha the Worm's ice storm area effect hits Nathi for 19 cold damage.
Nathi uses Execution.
Nathi performs a melee critical strike against Rantha the Worm!
Nathi revels in the spilt blood and grows stronger!
Rantha the Worm starts to bleed.
Rantha the Worm uses Knockback.
Rantha the Worm resists the mind attack!
Nathi resists the knockback!
Rantha the Worm hits Nathi for 15 cold, 53 physical (68 total damage).
Deep Wound from Nathi hits Rantha the Worm for 19 physical damage.
Nathi hits Rantha the Worm for 309 physical, 4 lightning, , 7 lightning, 5 mind (324 total damage).
Rantha the Worm's ice storm area effect hits Nathi for 17 cold damage.
Nathi deactivates Berserker Rage.
Nathi's rage subsides!
Nathi uses Infusion: Movement.
Nathi is moving freely.
Nathi prepares for the next kill!.
Rantha the Worm breathes ice!
Saving game...