











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Reaver |
| Level / Exp | 14 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 14 on the 59th Haze 122nd year of Ascendancy at 00:28 / 1 |
Primary Stats
| Strength | 24 (base 21) |
| Dexterity | 3 (base 13) |
| Constitution | 16 (base 14) |
| Magic | 46 (base 40) |
| Willpower | 13 (base 10) |
| Cunning | 23 (base 13) |
Resources
| Life | -31/440 |
| Vim | 180/190 |
| Healing Factor | 1.1983870967742 |
| Regeneration | 34.237919354839 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 23.074207531484 |
| See Invisible | 23.074207531484 |
Offense: Mainhand
| Damage | 20 |
| Accuracy | 39 |
| Crit Chance | 8% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 39 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +10% |
| Cold | +10% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +5% |
| Mind | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 9 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 26 |
| Mental Save | 13 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Fire | + 21%( 70%) |
| Cold | + 26%( 70%) |
| Arcane | + 18%( 70%) |
| Mind | + 16%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 24% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| 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 142 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.43 |
| 0/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Overkill |
| talent | Ruin |
| talent | Blood Vengeance |
| detrimental effect | Andinc is fed upon by The Withering Thing. Fed Upon |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 11 and doing 11.25 blight damage per turn. Decrepitude Disease |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is under a malign influence. All resists have been lowered by 8%. Maligned |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 6. Bloodlust |
| beneficial effect | A flow of life spins around the target, regenerating 28.32 life per turn. Regeneration |
| detrimental effect | Andinc has heard the hateful whisper. Hateful Whisper |
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 defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 Possessed. | done |
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. | 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 red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed length of troll intestine. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one 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 bloated horror heart. | 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 |
Equipment
| On feet | [vs. Xerymira the Burnbore (3 def, 1 armour) (On feet)]Xerymira the Burnbore (3 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +3 (+2 eff.) (-) Damage when hit (Melee): 2(-) mind Changes stats: +1(-) Wil Changes resistances: +9%(-) fire Changes resistances penetration: +5%(-) mind Changes damage: +3%(-) fire Critical mult.: +5.00% (-) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 12% chance to evade melee and ranged attacks and 2 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | [vs. brass lantern of health (Light source)]brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Betheba (0 def, 3 armour) (On head)]Betheba (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +5% (-) Changes stats: +1(-) Str / +3(-) Mag Changes resistances penetration: +5%(-) arcane Physical save: +11 (+8 eff.) (-) Spell save: +6 (+3 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +4 (-) Spellpower: +5 (+1 eff.) (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +1 (-) Changes stats: +2(-) Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+4 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. wizard's copper ring (On fingers, 1 of 2)]wizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Spell save: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. wizard's copper ring (On fingers, 1 of 2)]rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun / +0(-3) Mag Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. grounding copper amulet of mastery (0.13 Technique / Combat training) (Around neck)]grounding copper amulet of mastery (0.13 Technique / Combat training) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12%(-) lightning Talent masteries: +0.13(-) Technique / Combat training Stun/Freeze immunity: +24% (-) Amulets can have magical properties. |
| In main hand | [vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]short elm vilestaff (10-12 power, 2 apr, blight element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) blight Talents granted: +1.00(-) Command Staff Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 (-) Fatigue: -10% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) 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. |
| In off hand | [vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]Xerabeth the iron waraxe (12.5-17.5 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5(+2.5 - +5.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 71 damage When wielded/worn: Changes stats: +2 Cun Changes resistances: +5% arcane / +3% mind Changes damage: +0%(-10%) blight Talent granted: +0(+-1) Command Staff Reduces incoming crit damage: 10.00% Disease immunity: +10% Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Healing mod.: +15% One-handed war axes. Tap to cycle through comparison choices |
| Cloak | [vs. Pitchrace (1 def, 0 armour) (Cloak)]Pitchrace (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Dex / +2(-) Wil / +6(-) Cun / +2(-) Con Changes resistances penetration: +5%(-) darkness Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+11 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +7%(-) all / +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.30(-) Spell / Water +0.30(-) Spell / Ice +0.30(-) Spell / Frost alchemy Spellpower: +5 (+1 eff.) (-) Movement speed: +15% (-) Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 142; 12 cd)] (on body)]regeneration infusion of the wizard (heal 233; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233(+92) life over 5(-) turns. Its effects scale with your -Strength, +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 nature talent. |
Prismatic Rune (6 turns; acid, physical, darkness, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 5 darkness, 5 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat training) (Around neck)]warrior's copper amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +0%(-12%) lightning / +6% physical Talent mastery: +0.00(-0.13) Technique / Combat training Stun/Freeze immunity: +0% (-24%) Stamina each turn: +0.30 Amulets can have magical properties. |
[vs. grounding copper amulet of mastery (0.13 Technique / Combat training) (Around neck)]warrior's copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +0%(-12%) lightning / +6% physical Talent mastery: +0.00(-0.13) Technique / Combat training Stun/Freeze immunity: +0% (-24%) Stamina each turn: +0.30 Amulets can have magical properties. |
[vs. wizard's copper ring (On fingers, 1 of 2)]copper ring of the mind (+11%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Mag Changes resistances: +11% mind Changes damage: +11% mind Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. wizard's copper ring (On fingers, 1 of 2)]wizard's copper ring of the mind (+10%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-1) Mag Changes resistances: +10% mind Changes damage: +10% mind Spell save: +4 (+2 eff.) (-2 (-1 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand)]Stormfront (30-45 power, 15 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0(+20.0 - +33.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +15 (+13) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon crit: + inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold / +0%(-10%) blight Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) The blade glows faintly blue, and reflects a sky full of stormy clouds. |
[vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]Ulfadegen the Torchhack (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8(+2.0 - +4.8) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +0.5% (-2.0%) Attack speed: 100% (-) Damage (Melee): +6 light Damage against: +7% Undead When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +5% arcane / +3% acid Changes damage: +0%(-10%) blight Talent granted: +0(+-1) Command Staff Life regen: +2.00 Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]flaming iron waraxe of phasing (11-15.4 power, 8 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(+1.0 - +3.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 (+6) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +11% Damage (radius 1) on hit: +5 fire When wielded/worn: Changes damage: +0%(-10%) blight Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]iron waraxe (12.5-17.5 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5(+2.5 - +5.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) blight Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]iron waraxe (11-15.4 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(+1.0 - +3.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +3.5% (+1.0%) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) blight Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. Tap to cycle through comparison choices |
[vs. short elm vilestaff (10-12 power, 2 apr, blight element) (In main hand, 1 of 2)]Serpent's Glare (7-7.7 power, 15 apr, nature damage) Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7(-3.0 - -4.3) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 (+13) Crit. chance: +7.0% (+4.5%) Attack speed: 100% (-) Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature / +0%(-10%) blight Talent granted: +0(+-1) Command Staff Poison immunity: +50% Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Mindpower: +4 (+3 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 143.94 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.pouch of iron shots (12/12, 13-15.6 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.0 - 15.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 12 Shots are used with slings to pummel your foes to death. |
[vs. Xerabeth the iron waraxe (12.5-17.5 power, 2 apr) (In off hand)]Coral Spray (8 def, 8 armour, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Armour Penetration: +0 (-2) Crit. chance: +0.0% (-3.5%) Attack speed: inf% (inf%) On weapon hit: - 25% chance for lightning to strike from the target to a second target dealing 71 damage Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. Changes stats: +0(-2) Cun Changes resistances: +0%(-3%) mind / +15% cold / +0%(-5%) arcane / +10% fire Talent granted: +1 Block Reduces incoming crit damage: 0.00% (-10.00%) Disease immunity: +0% (-10%) Maximum air capacity: +20.00 Healing mod.: +0% (-15%) Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]shimmering linen robe of protection (2 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) (-10 (-9 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold / +7%(-) all Changes resistances penetration: +0%(-8%) cold Changes damage: +11% arcane / +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Physical save: +15 (+8 eff.) Maximum mana: +10.00 Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]prismatic rough leather armour (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) (-9 (-8 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) cold Changes resistances: +11% darkness / +0%(-15%) cold / +10% light / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]prismatic rough leather armour (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) (-9 (-8 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) cold Changes resistances: +11% darkness / +0%(-15%) cold / +11% light / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) (-9 (-8 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) cold Changes resistances: +16% lightning / +0%(-15%) cold / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]cured leather armour 'Shadowreaper' (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) (-6 (-5 eff.)) Fatigue: +7% Effects on melee hit: * 20% chance to reduce damage dealt by 11% Damage when hit (Melee): 0(-10) cold / 6 mind / 6 darkness Changes stats: +5 Cun / +5 Wil Changes resistances: +15% acid / +6% darkness / +0%(-15%) cold / +7% arcane / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Spell save: +12 (+6 eff.) Mental save: +12 (+9 eff.) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) (-10 (-9 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-7%) all / +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) A suit of armour made of mail. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]Thalore-Wood Cuirass (4 def, 12 armour) Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+4 eff.) (-8 (-7 eff.)) Fatigue: +14% Damage when hit (Melee): 0(-10) cold Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% nature / +18%(+3%) cold / +18% darkness / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Ice +0.00(-0.30) Spell / Frost alchemy Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Movement speed: +0% (-15%) Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
[vs. Mighty Girdle (Around waist)]cleansing rough leather belt of the giants Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +0 (-4) Fatigue: +0% (+10%) Changes resistances: +6% acid / +6% blight Maximum encumbrance: +0 (-70) Spell save: +5 (+3 eff.) Knockback immunity: +0% (-40%) Maximum life: +0.00 (-40.00) Size category: +1 A belt that goes around your waist. |
[vs. Pitchrace (1 def, 0 armour) (Cloak)]enveloping linen cloak of Eldoral (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (+6 (+3 eff.)) Changes stats: +2(+1) Dex / +0(-2) Wil / +2(-4) Cun / +0(-2) Con Changes resistances penetration: +0%(-5%) darkness Physical save: +6 (+3 eff.) Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Pitchrace (1 def, 0 armour) (Cloak)]enveloping linen cloak of the Shaloren (7 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) (+6 (+3 eff.)) Changes stats: +0(-1) Dex / +1 Mag / +2(-) Wil / +0(-6) Cun / +0(-2) Con Changes resistances penetration: +0%(-5%) darkness Physical save: +6 (+3 eff.) Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Pitchrace (1 def, 0 armour) (Cloak)]linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-1) Dex / +0(-2) Wil / +0(-6) Cun / +0(-2) Con Changes resistances penetration: +0%(-5%) darkness Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Pitchrace (1 def, 0 armour) (Cloak)]linen cloak 'Mayemina' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +0(-1) Dex / +2 Mag / +0(-2) Wil / +1(-5) Cun / +0(-2) Con Changes resistances: +11% darkness / +10% temporal Changes resistances penetration: +5% arcane / +0%(-5%) darkness Changes damage: +3% blight Mana when firing critical spell: +1.00 Maximum life: +0.00 (-30.00) Maximum vim: +30.00 Defense after a teleport: +13 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Xerymira the Burnbore (3 def, 1 armour) (On feet)]Voruwe the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Damage when hit (Melee): 0(-2) mind Changes stats: +0(-1) Wil Changes resistances: +6% lightning / +6% temporal / +3% blight / +0%(-9%) fire / +6% nature Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) fire Critical mult.: +10.00% (+5.00%) Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Healing mod.: +5% A pair of boots made of leather. |
[vs. Xerymira the Burnbore (3 def, 1 armour) (On feet)]grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Damage when hit (Melee): 0(-2) mind Changes stats: +0(-1) Wil Changes resistances: +6% lightning / +6% temporal / +0%(-9%) fire Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) fire Critical mult.: +0.00% (-5.00%) Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
[vs. Xerymira the Burnbore (3 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Damage when hit (Melee): 0(-2) mind Changes stats: +0(-1) Wil Changes resistances: +6% lightning / +6% temporal / +0%(-9%) fire Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) fire Critical mult.: +0.00% (-5.00%) Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
[vs. rough leather gloves of strength (+2) (0 def, 1 armour) (On hands)]rough leather gloves (0 def, 1 armour) 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Changes stats: +0(-2) Str Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Betheba (0 def, 3 armour) (On head)]insulating rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +3(+2) Str / +0(-3) Mag Changes resistances: +5% fire / +6% cold Changes resistances penetration: +0%(-5%) arcane Physical save: +0 (+0 eff.) (-11 (-8 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) A cap made of leather. |
[vs. Betheba (0 def, 3 armour) (On head)]iron helm 'Bokirodas' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 (-) Fatigue: +5% (-) Damage when hit (Melee): 4 mind Changes stats: +3(+2) Str / +0(-3) Mag Changes resistances penetration: +0%(-5%) arcane / +5% physical Critical mult.: +10.00% Physical save: +0 (+0 eff.) (-11 (-8 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +3 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
8 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
13 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 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. |
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. |
[vs. brass lantern of health (Light source)]Swampradiance the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances: +3% nature Changes resistances penetration: +25% fire Mental save: +6 (+6 eff.) Maximum life: +0.00 (-40.00) Light radius: +3 (-) See stealth: +6 See invisible: +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. |
[vs. brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
[vs. Prox's Lucky Halfling Foot (Tool)]iron pickaxe of endurance (dig speed 36 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-4 eff.)) Fatigue: -4% Changes stats: +3 Str / +0(-5) Lck 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)]woodsman's iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-4 eff.)) Changes stats: +1 Str / +0(-5) Lck Changes resistances: +10% nature Changes damage: +5% 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)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-4 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 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 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 127.06 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Andinc the Cornac Reaver level 8
25th Haze 122nd year of Ascendancy at 15:10 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Andinc the Cornac Reaver level 10
33rd Haze 122nd year of Ascendancy at 05:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Andinc the Cornac Reaver level 7
79th Pyre 122nd year of Ascendancy at 02:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Andinc the Cornac Reaver level 14
54th Haze 122nd year of Ascendancy at 04:34 see stats
Log
Decrepitude Disease from The Withering Thing hits Andinc for 9 blight damage.
The Withering Thing uses Blindside.
Andinc has been maligned!
The Withering Thing hits Andinc for 17 mind damage.
Talent Infusion: Regeneration is ready to use.
Talent Virulent Disease is ready to use.
Decrepitude Disease from The Withering Thing hits Andinc for 10 blight damage.
Andinc uses Infusion: Regeneration.
Andinc starts regenerating health quickly.
The Withering Thing hits Andinc for 26 mind damage.
Talent Infusion: Healing is ready to use.
Talent Soul Rot is ready to use.
Talent Curse of Defenselessness is ready to use.
Decrepitude Disease from The Withering Thing hits Andinc for 10 blight damage.
Shadow casts Blindside.
The powerful blow energizes Andinc reducing their cooldowns!
Melee retaliation hits Shadow for 2 mind, 11 cold (13 total damage).
The Withering Thing hits Andinc for 18 mind damage.
Shadow hits Andinc for 70 physical damage.
Andinc the level 14 cornac reaver was minced to death by a shadow on level 3 of Heart of the Gloom.
Andinc deactivates Ruin.
Andinc feels pain again.
Andinc deactivates Overkill.
Andinc deactivates Blood Vengeance.
Andinc no longer hears the hateful whisper.
Andinc is free from the decrepitude disease.
Andinc stops regenerating health quickly.
Andinc is no longer maligned












































































