












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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: Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. 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:
Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
Improved Auto-explore and Rest 1.6.5Quality 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. 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 | Normal Roguelike |
Sex | Male |
Race | Doomelf |
Class | Shadowblade |
Level / Exp | 22 / 85% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 78 (base 51) |
Constitution | 13 (base 10) |
Magic | 49 (base 19) |
Willpower | 27 (base 10) |
Cunning | 66 (base 36) |
Resources
Life | 466/466 |
Mana | 191/191 |
Stamina | 250/250 |
Healing Factor | 1.0245901639344 |
Regeneration | 1.280737704918 |
Speed
Mental | +11.37478981662% |
Attack | 0% |
Movement | 0% |
Spell | +11.37478981662% |
Global | +100% |
Vision
Sight | 10 |
Lite | -993 |
Infravision | 17 |
See Invisible | 3 |
Stealth | 36.012302599938 |
Offense: Mainhand
Damage | 66 |
Accuracy | 63 |
Crit Chance | 35% |
APR | 14 |
Speed | 0.90 |
Offense: Offhand
Damage | 43 |
Accuracy | 63 |
Crit Chance | 29% |
APR | 11 |
Speed | 0.90 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 20% |
Speed | 0.89786925896472 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +10% |
Physical | +5% |
Arcane | +5% |
Mind | +5% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (63.720930232558%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 26 |
Mental Save | 45 |
Defense: Resistances
Physical | + 20%( 70%) |
Acid | + 23%( 70%) |
Light | + 25%( 70%) |
Darkness | + 23%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 14%( 70%) |
Fire | + 18%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 618% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Technique / Duelist | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Stealth |
talent | Corruption of the Doomed |
talent | Phantasmal Shield |
talent | Blur Sight |
beneficial effect | Parrying melee and ranged attacks: Has a 50% chance to deflect up to 17 damage from the next 2.7 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Heart of the Gloom) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Magic by +5. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed orc heart. * You've found the needed electric eel tail. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed giant spider spinneret. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed hummerhorn wing. * You've found the needed honey tree root. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() pair of rough leather boots of disengagement (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3(-) Cun / +3(-) Dex It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() barbed quiver of ash arrows of crippling (24/24, 30.5-42.7 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 30.5 - 42.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-) Crit. chance: +19.5% (-) Capacity: 24 (-) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() bright alchemist's lamp of health Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +45.00 (-) Light radius: +7 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Voruwyn (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Changes stats: +7(-) Str / +12(-) Dex / +2(-) Wil / +4(-) Cun Changes resistances: +3%(-) blight / +15%(-) darkness / +12%(-) light Spell save: +6 (+3 eff.) (-) Blindness immunity: +10% (-) Mindpower: +4 (+2 eff.) (-) Infravision radius: +4 (-) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 91.6 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() heroic hardened leather gloves of spellstriking (0 def, 6 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 (-) Damage (Melee): 4(-) arcane Changes stats: +5(-) Mag / +5(-) Wil Changes resistances: +5%(-) arcane Changes damage: +5%(-) arcane Mental save: +8 (+3 eff.) (-) Maximum life: +44.00 (-) Spellpower: +7 (+2 eff.) (-) 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 | ![]() ash totem of healing 'Torurig' [power 194] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +10 (-) Changes stats: +4(-) Cun Physical save: +12 (+6 eff.) (-) Only die when reaching: -40.00 life (-) Maximum stamina: +20.00 (-) Infravision radius: +3 (-) It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 50. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) (-) Fatigue: -7% (-) Changes stats: +6(-) Cun Changes damage: +10%(-) darkness Talents cooldown: Shadowstep (-1(-) turn) Mental save: +13 (+4 eff.) (-) Maximum stamina: +25.00 (-) It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
On fingers | ![]() marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+7%) Changes stats: +3 Dex / +0(-6) Cun Changes damage: +0%(-10%) darkness Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() Daguhor the Radianceransom Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% (-) Damage when hit (Melee): 2(-) light Changes stats: +1(-) Str Changes resistances: +6%(-) light Critical mult.: +10.00% (-) Life regen: +1.00 (-) Maximum stamina: +20.00 (-) Amulets can have magical properties. |
In main hand | ![]() Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +10 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) Lifesteal (this weapon only): +6% (-) Damage (Melee): +20(-) blight / +20(-) fire When wielded/worn: Changes stats: +5(-) Mag Changes resistances: +10%(-) blight / +10%(-) fire Talents granted: +1.00(-) Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
Around waist | ![]() hardened leather belt 'Tarrulavon' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8(-) Dex / +2(-) Mag / +4(-) Cun / +2(-) Con / +6(-) Lck Trap disarming bonus: +7 (-) Stealth bonus: +9 (-) Infravision radius: +7 (-) See invisible: +3 (-) A belt that goes around your waist. |
In off hand | ![]() thought-forged dwarven-steel dagger of vileness (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8(-2.5 - -3.3) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 (-3) Crit. chance: +6.0% (-6.0%) Attack speed: 100% (-) On weapon hit: * 10% chance to reduce all saves and defense by 25 * 13% chance to reduce strength, dexterity, and constitution by 22 Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +7(-13) blight / +7 mind / +0(-20) fire When wielded/worn: Changes stats: +0(-5) Mag / +2 Wil / +1 Cun Changes resistances: +0%(-10%) blight / +0%(-10%) fire Talent granted: +0(+-1) Virulent Disease Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | ![]() cashmere cloak 'Rhygachak' (12 def, 4 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) (-) Armour: +4 (-) Defense: +12 (+3 eff.) (-) Changes stats: +1(-) Str / +2(-) Wil Mental save: +7 (+2 eff.) (-) Only die when reaching: -80.00 life (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +12 (+3 eff.) (-) Changes stats: +3(-) Cun / +4(-) Wil Changes resistances: +15%(-) acid / +12%(-) physical / +9%(-) all Changes resistances penetration: +10%(-) mind / +10%(-) physical Changes damage: +5%(-) mind / +5%(-) physical Physical save: +10 (+5 eff.) (-) Mindpower: +8 (+4 eff.) (-) Mental crit. chance: +4% (-) It can be used to send out a range 5 beam of kinetic energy, dealing 38.64 to 48.30 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() movement infusion of the sneak (speed 654%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11(-3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 654%(+36%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() regeneration infusion of the sneak (heal 412; 16 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: 16(+2) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 412(-6) life over 5(-) turns. Its effects scale with your -Dexterity, +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your 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. |
![]() 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: 24 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
![]() insulating copper amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: +0% (+4%) Damage when hit (Melee): 0(-2) light Changes stats: +0(-1) Str / +3 Con Changes resistances: +11% fire / +0%(-6%) light / +10% cold Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Maximum stamina: +0.00 (-20.00) Amulets can have magical properties. |
![]() starlit steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Damage when hit (Melee): 0(-2) light Changes stats: +0(-1) Str / +3 Wil Changes resistances: +12%(+6%) light / +12% darkness Critical mult.: +0.00% (-10.00%) Blindness immunity: +20% Life regen: +0.00 (-1.00) Maximum stamina: +0.00 (-20.00) Amulets can have magical properties. |
![]() warrior's steel amulet of cunning (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: +0% (+4%) Damage when hit (Melee): 0(-2) light Changes stats: +3 Cun / +0(-1) Str Changes resistances: +0%(-6%) light / +6% physical Critical mult.: +0.00% (-10.00%) Life regen: +0.00 (-1.00) Stamina each turn: +0.20 Maximum stamina: +0.00 (-20.00) Amulets can have magical properties. |
![]() mule's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: -4% (+3%) Changes stats: +0(-6) Cun Changes damage: +0%(-10%) darkness Talent cooldown: Shadowstep ((+0(+1) turn) Maximum encumbrance: +21 Mental save: +0 (+0 eff.) (-13 (-4 eff.)) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +24% Maximum life: +20.00 Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() psionicist's copper ring of arcana (+0.12/turn) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Wil Changes damage: +0%(-10%) darkness Talent cooldown: Shadowstep ((+0(+1) turn) Mental save: +4 (+1 eff.) (-9 (-3 eff.)) Silence immunity: +20% Mana each turn: +0.12 Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() wizard's copper ring of clarity Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-2 eff.)) Fatigue: +0% (+7%) Changes stats: +0(-6) Cun / +2 Mag Changes damage: +0%(-10%) darkness Talent cooldown: Shadowstep ((+0(+1) turn) Spell save: +4 (+2 eff.) Mental save: +6 (+2 eff.) (-7 (-2 eff.)) Confusion immunity: +22% Maximum stamina: +0.00 (-25.00) Rings can have magical properties. Tap to cycle through comparison choices |
![]() steel dagger 'Vilenaught' (11-14.3 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3(-9.0 - -11.7) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (-4) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: * 20% chance to slow global speed by 51% * 10% chance to reduce strength, dexterity, and constitution by 22 Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-20) blight / +0(-20) fire Damage (radius 2) on crit: +12 lightning / +14 cold When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +12%(+2%) blight / +0%(-10%) fire Changes resistances penetration: +7% lightning / +11% cold / +15% nature / +10% fire Talent granted: +0(+-1) Virulent Disease Movement speed: +29% Sharp, short and deadly. Tap to cycle through comparison choices |
![]() enlightening rough leather armour of cold resistance (3 def, 2 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +3 (+1 eff.) (-9 (-2 eff.)) Fatigue: +6% Changes stats: +4(+1) Cun / +4(-) Wil Changes resistances: +0%(-15%) acid / +15% cold / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +12 (+4 eff.) Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
![]() cured leather armour of Eyal (6 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +6 (+1 eff.) (-6 (-2 eff.)) Fatigue: +7% Changes stats: +0(-3) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Life regen: +3.00 Maximum life: +20.00 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) Healing mod.: +10% A suit of armour made of leather. |
![]() rejuvenating cured leather armour of command (12 def, 8 armour) Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-) Defense: +12 (+3 eff.) (-) Fatigue: +7% Changes stats: +2(-1) Cun / +0(-4) Wil Changes resistances: +0%(-15%) acid / +0%(-12%) physical / +0%(-9%) all Changes resistances penetration: +0%(-10%) mind / +0%(-10%) physical Changes damage: +0%(-5%) mind / +0%(-5%) physical Physical save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +11 (+4 eff.) Life regen: +2.00 Stamina each turn: +0.60 Mindpower: +0 (+0 eff.) (-8 (-4 eff.)) Mental crit. chance: +0% (-4%) A suit of armour made of leather. |
![]() insulating rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-8) Dex / +0(-2) Mag / +0(-4) Cun / +0(-2) Con / +0(-6) Lck Changes resistances: +6% blight / +6% cold / +6% fire Trap disarming bonus: +0 (-7) Stealth bonus: +0 (-9) Infravision radius: +0 (-7) See invisible: +0 (-3) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +0(-8) Dex / +0(-2) Mag / +3 Wil / +0(-4) Cun / +0(-2) Con / +0(-6) Lck Changes resistances: +20% blight / +20% cold / +20% nature Trap disarming bonus: +0 (-7) Stealth bonus: +0 (-9) Infravision radius: +0 (-7) See invisible: +0 (-3) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Cyrotta the linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-7 eff.)) Armour: +0 (-4) Defense: +1 (+0 eff.) (-11 (-3 eff.)) Changes stats: +0(-1) Str / +5(+3) Wil / +1 Cun Changes damage: +3% mind Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Only die when reaching: +0.00 life (+80.00 life) Maximum life: +30.00 Mindpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() thick linen cloak of Iron Throne (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-25 (-7 eff.)) Armour: +6 (+2) Defense: +1 (+0 eff.) (-11 (-3 eff.)) Changes stats: +2(+1) Str / +0(-2) Wil / +2 Con Changes resistances: +10% cold Mental save: +0 (+0 eff.) (-7 (-2 eff.)) Only die when reaching: +0.00 life (+80.00 life) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of rough leather boots of rushing (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +3 Str / +0(-3) Dex / +0(-3) Cun / +3 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() wanderer's pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Changes stats: +0(-3) Dex / +2(-1) Cun / +2 Con Physical save: +11 (+5 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
![]() Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-6) Damage (Melee): 0(-4) arcane Changes stats: +0(-5) Mag / +4(-1) Wil / +4 Cun Changes resistances: +10% nature / +0%(-5%) arcane Changes damage: +5% nature / +0%(-5%) arcane Talent mastery: +0.20 Wild-gift / Slime Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Poison immunity: +20% Maximum life: +0.00 (-44.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() steady rough leather gloves of dexterity (+3) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +1 (-5) Damage (Melee): 0(-4) arcane Changes stats: +3 Dex / +0(-5) Mag / +0(-5) Wil Changes resistances: +0%(-5%) arcane Changes damage: +0%(-5%) arcane Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) (-3 (-1 eff.)) Disarm immunity: +21% Maximum life: +0.00 (-44.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) 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. |
![]() umbral rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-5) Damage (Melee): 6 darkness / 0(-4) arcane Changes stats: +0(-5) Wil / +2(-3) Mag Changes resistances: +6% darkness / +0%(-5%) arcane Changes damage: +4% darkness / +4%(-1%) arcane Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Maximum life: +0.00 (-44.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) 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. |
![]() Fogsin (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-4) Damage (Melee): 0(-4) arcane Changes stats: +3 Str / +0(-5) Mag / +5(-) Wil / +4 Con Changes resistances: +0%(-5%) arcane Changes resistances penetration: +20% darkness Changes damage: +6% darkness / +0%(-5%) arcane Talent mastery: +0.20 Technique / Grappling Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Disarm immunity: +29% Maximum life: +0.00 (-44.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Light radius: +3 Infravision radius: +1 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. |
![]() Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-2) Damage (Melee): 0(-4) arcane Changes stats: +0(-5) Mag / +5(-) Wil Changes resistances: +0%(-5%) arcane / +18% fire / +10% darkness / +10% nature Changes damage: +0%(-5%) arcane / +10% fire Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Maximum life: +0.00 (-44.00) Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 105.06 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() hardened leather gloves 'Arcbringer' (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+5 eff.) Armour: +2 (-4) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-4) arcane Changes stats: +3 Str / +1(-4) Mag / +0(-5) Wil Changes resistances: +6% lightning / +0%(-5%) arcane Changes damage: +0%(-5%) arcane Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Mana each turn: +0.04 Vim when firing critical spell: +1.00 Maximum life: +0.00 (-44.00) Maximum mana: +60.00 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Spell crit. chance: +2% 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. |
![]() polar dwarven-steel gauntlets of spellstriking (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-4) Fatigue: +3% Damage (Melee): 4(-) arcane / 7 cold Changes stats: +4(-1) Mag / +5(-) Wil Changes resistances: +4%(-1%) arcane / +7% cold Changes damage: +3%(-2%) arcane / +5% cold Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Maximum life: +0.00 (-44.00) Spellpower: +4 (+1 eff.) (-3 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful dwarven-steel gauntlets of archery (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +2 (-4) Fatigue: +3% Damage (Melee): 0(-4) arcane Changes stats: +3 Dex / +0(-5) Mag / +0(-5) Wil / +2 Cun Changes resistances: +0%(-5%) arcane Changes damage: +0%(-5%) arcane Mental save: +0 (+0 eff.) (-8 (-3 eff.)) Life regen: +2.00 Stamina each turn: +0.80 Maximum life: +0.00 (-44.00) Maximum stamina: +18.00 Spellpower: +0 (+0 eff.) (-7 (-2 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Earirek the Flowerwolf (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +0(-7) Str / +0(-12) Dex / +0(-2) Wil / +0(-4) Cun Changes resistances: +0%(-3%) blight / +0%(-12%) light / +16%(+1%) darkness / +3% nature Changes resistances penetration: +5% mind Changes damage: +11% darkness / +6% mind Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +0% (-10%) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Light radius: +3 Infravision radius: +0 (-4) A pointy cloth hat, very wizardly... |
![]() grounding rough leather cap of trickery (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 (-4) Fatigue: +1% (-4%) Changes stats: +0(-7) Str / +3(-9) Dex / +0(-2) Wil / +3(-1) Cun Changes resistances: +6% lightning / +5% temporal / +0%(-15%) darkness / +0%(-3%) blight / +0%(-12%) light Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +0% (-10%) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +0 (-4) A cap made of leather. |
![]() insulating rough leather cap of constitution (+4) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-4) Fatigue: +1% (-4%) Changes stats: +0(-7) Str / +0(-12) Dex / +0(-2) Wil / +0(-4) Cun / +4 Con Changes resistances: +0%(-15%) darkness / +0%(-3%) blight / +6% fire / +0%(-12%) light / +7% cold Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Blindness immunity: +0% (-10%) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +0 (-4) A cap made of leather. |
![]() Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (+1) Fatigue: +8% (+3%) Changes stats: +5(-2) Str / +0(-12) Dex / +4(+2) Wil / +0(-4) Cun / +5 Con Changes resistances: +0%(-3%) blight / +0%(-15%) darkness / +0%(-12%) light Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) (+6 (+3 eff.)) Mental save: +12 (+4 eff.) Blindness immunity: +0% (-10%) Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Infravision radius: +0 (-4) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 253 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-7) Crit. chance: +0.0% (-19.5%) Capacity: 0 (-24) On weapon crit: - Cripple the target reducing mind, spell, and combat action speeds by 30% - Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() dwarven-steel pickaxe of predation (dig speed 24 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +0 (-10) Changes stats: +2 Str / +1 Dex / +0(-4) Cun Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-20.00) Infravision radius: +0 (-3) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour: +0 (-10) Changes stats: +0(-4) Cun / +5 Wil Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +10 (+3 eff.) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-20.00) Mindpower: +5 (+2 eff.) Infravision radius: +0 (-3) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 239/400. 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. |
![]() iron torque of clear mind [power 1] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +0 (-10) Changes stats: +0(-4) Cun Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-20.00) Infravision radius: +0 (-3) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
![]() iron torque of mindblast [power 110] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +0 (-10) Changes stats: +0(-4) Cun Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-20.00) Infravision radius: +0 (-3) It can be used to blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Xowe [power 170] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +0 (-10) Changes stats: +0(-4) Cun Changes resistances: +12% cold / +2% physical Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) (-9 (-5 eff.)) Only die when reaching: -60.00 life (-20.00 life) Maximum stamina: +0.00 (-20.00) Infravision radius: +0 (-3) It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 178 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() powerful elm totem of stinging [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Armour: +0 (-10) Changes stats: +0(-4) Cun Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-20.00) Infravision radius: +0 (-3) It can be used to sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() soothing ash totem of healing [power 194] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour: +0 (-10) Changes stats: +0(-4) Cun Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-20.00) Infravision radius: +0 (-3) It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 30. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Some Guy the Doomelf Shadowblade level 13
43rd Dusk 122nd year of Ascendancy at 10:33 see stats
By Some Guy the Doomelf Shadowblade level 17
9th Regrowth 123rd year of Ascendancy at 01:04 see stats
By Some Guy the Doomelf Shadowblade level 5
78th Pyre 122nd year of Ascendancy at 05:23 see stats
By Some Guy the Doomelf Shadowblade level 10
22nd Dusk 122nd year of Ascendancy at 03:51 see stats
By Some Guy the Doomelf Shadowblade level 20
79th Regrowth 123rd year of Ascendancy at 10:33 see stats
By Some Guy the Doomelf Shadowblade level 19
26th Regrowth 123rd year of Ascendancy at 00:41 see stats
By Some Guy the Doomelf Shadowblade level 11
32nd Dusk 122nd year of Ascendancy at 17:27 see stats
By Some Guy the Doomelf Shadowblade level 20
11st Pyre 123rd year of Ascendancy at 18:49 see stats
By Some Guy the Doomelf Shadowblade level 9
1st Summertide 122nd year of Ascendancy at 02:32 see stats
By Some Guy the Doomelf Shadowblade level 19
60th Regrowth 123rd year of Ascendancy at 13:23 see stats
By Some Guy the Doomelf Shadowblade level 18
14th Regrowth 123rd year of Ascendancy at 12:16 see stats
Log
Stealth is still on cooldown for 6 turns.
Stealth is still on cooldown for 5 turns.
Stealth is still on cooldown for 4 turns.
Stealth is still on cooldown for 3 turns.
Stealth is still on cooldown for 2 turns.
Stealth is still on cooldown for 1 turns.
Talent Stealth is ready to use.
Some Guy activates Stealth.
You are yanked out of this place!
Rested for 40 turns (stop reason: dialog is displayed).
--------------------------------
You gain 4.04 gold from the transmogrification of scouring hardened leather gloves (0 def, 2 armour).
You gain 6.57 gold from the transmogrification of radiant hardened leather gloves of the starseeker (0 def, 2 armour).
You gain 4.90 gold from the transmogrification of hardened leather gloves of butchering (0 def, 2 armour).
You gain 4.63 gold from the transmogrification of cured leather armour of Toknor (6 def, 4 armour).
You gain 4.55 gold from the transmogrification of balanced steel dagger of daylight (11-14.3 power, 6 apr).
You gain 1.00 gold from the transmogrification of arcing steel dagger (12.5-16.25 power, 6 apr).
You gain 8.92 gold from the transmogrification of magewarrior's short ash starstaff of greater warding (15-18 power, 3 apr, temporal element).
You gain 0.60 gold from the transmogrification of shatter afflictions rune (absorb 36; cd 14).
You gain 2.11 gold from the transmogrification of blink rune of the sneak (range 6; phase 20; cd 16).
Accepted quest 'I've a feeling we're not on Eyal anymore'! (Press 'j' to see the quest log)
Saving game...
Saving done.
Some Guy deactivates Corruption of the Doomed.
Some Guy deactivates Blur Sight.
Some Guy deactivates Stealth.
Some Guy deactivates Shadow Feed.
Some Guy deactivates Phantasmal Shield.
Some Guy deactivates Shadow Combat.