










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Hulk! 1.4.8 OldRPG Revival - Achievements 2 of 2 1.4.9 Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: OldRPG Revival - Achievements 1 of 2 1.4.9 Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Nyles GOD Mode 1.5.5Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside): - When activated, start a New Game.
- You will find under game options > gameplay, a new setting that lets you toggle godmode on or off.
- You can change this setting any time at any place in the game.
Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Improved Auto-explore and Rest 1.5.5Quality 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. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Hulk |
| Class | Shadowblade |
| Level / Exp | 21 / 98% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 1056 (base 48) |
| Dexterity | 1035 (base 31) |
| Constitution | 1024 (base 12) |
| Magic | 1017 (base 13) |
| Willpower | 1030 (base 10) |
| Cunning | 1031 (base 13) |
Resources
| Life | 281802/281802 |
| Mana | 5533/5541 |
| Stamina | 2710/2710 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 24997.5 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +200% |
Vision
| Sight | 10 |
| Lite | 15 |
| Infravision | 9 |
| See Stealth | 207.54695726785 |
| See Invisible | 207.54695726785 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 1242 |
| Accuracy | 235 |
| Crit Chance | 618% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 117 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 204 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Blight | +15% |
| Physical | +6% |
| Fire | +9% |
| Nature | +12% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +35% |
| Mind | +45% |
| Physical | +20% |
Defense: Base
| Armour (hardiness) | 70.50863224038 (100%) |
| Defense | 170 |
| Ranged Defense | 171 |
| Fatigue | 40 |
| Physical Save | 188 |
| Spell Save | 182 |
| Mental Save | 186 |
Defense: Resistances
| Acid | + 57%( 77%) |
| Blight | + 26%( 77%) |
| Physical | + 41%( 77%) |
| Mind | + 23%( 77%) |
| All | + 15%( 77%) |
| Lightning | + 27%( 77%) |
| Temporal | + 23%( 77%) |
| Cold | + 45%( 77%) |
| Fire | + 57%( 77%) |
| Nature | + 36%( 77%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Silence Resistance | 35% |
| Confusion Resistance | 100% |
| Knockback Resistance | 28% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 39% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| beneficial effect | Countering melee attacks: Has a 89% chance to get an automatic counter attack when avoiding a melee attack. (6.2 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the lone alchemist from death by Salureda the ghast. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Adovea the vampire lord. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +1. | done |
You failed to protect the lost warrior from death by ghoul. Escort: lost warrior (level 5 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Isotta the fire drake. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Shade. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed bear paw. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed green worm. * You've found the needed naga tongue. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Quiver | barbed quiver of dragonbone arrows of annihilation (21/21, 71.5-100.1 power, 23 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 71.5 - 100.1 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +15.0% Capacity: 21 On weapon crit: * wounds the target for 7 turns: 44 bleeding, 96% reduced healing Travel speed: +200% Damage (Ranged): +8 bleed Arrows are used with bows to pierce your foes to death. |
| Light source | dwarven lantern 'Scaldserpent'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% fire Changes damage: +9% fire Mental save: +12 (+2 eff.) Blindness immunity: +39% Confusion immunity: +12% Light radius: +13 See stealth: +39 See invisible: +39 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.3 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 135 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Falyzor' (10 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +5 (+1 eff.) Armour: +5 Defense: +10 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +8 Cun / +4 Con Changes resistances: +13% nature / +9% temporal Spell save: +14 (+1 eff.) Maximum life: +89.00 Maximum mana: +60.00 Spell crit. chance: +4% Healing mod.: +25% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | stone warden's hardened leather gloves (0 def, 12 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +12 Armour Hardiness: +8% Changes stats: +8 Con Changes resistances: +6% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Elenagatir the ChargeviceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +6% lightning Changes resistances penetration: +25% lightning / +20% mind Disarm immunity: +25% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +25.00 Rings can have magical properties. |
| On fingers | ChamegornPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Dex Changes damage: +15% blight Mental save: +12 (+2 eff.) Silence immunity: +35% Mana each turn: +0.25 Maximum hate: +8.00 Maximum vim: +40.00 Mindpower: +12 (+1 eff.) Rings can have magical properties. |
| Around neck | voratun amulet 'Airstinger'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +20 Armour: +8 Defense: +12 (+1 eff.) Changes stats: +6 Wil Changes resistances: +15% physical Changes resistances cap: +7% all Changes resistances penetration: +10% blight / +15% mind Changes damage: +6% lightning Critical mult.: +18.00% Physical save: +27 (+3 eff.) Stamina each turn: +1.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
| In main hand | Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 35 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Around waist | Emyrilelle the ShimmerroarInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +20% acid / +8% fire / +13% blight / +8% cold / +9% mind / +8% lightning Changes resistances penetration: +10% lightning / +10% mind Maximum life: +60.00 A belt that goes around your waist. |
| In off hand | reinforced stralite shield of cold resistance (+27%) (10 def, 13 armour, 172.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +13 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes resistances: +27% cold Talent granted: +4 Block Handheld deflection devices. |
| Cloak | Rootnoon the elven-silk cloak (13 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+1 eff.) Changes stats: +2 Str / +5 Mag / +6 Wil / +2 Cun Changes resistances: +6% nature Changes damage: +12% nature Grants telepathy: Humanoid/Orc Physical save: +30 (+3 eff.) Spell save: +15 (+1 eff.) Mental save: +9 (+1 eff.) Only die when reaching: -50.00 life Maximum mana: +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Rotstake the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +9 Cun / +9 Wil Changes resistances: +30% acid / +10% physical / +6% nature / +30% fire Changes resistances penetration: +20% physical Changes damage: +6% physical Physical save: +25 (+2 eff.) Mental save: +25 (+3 eff.) Maximum mana: +100.00 Spell crit. chance: +3% Light radius: +2 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
GlitterwildPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 light Changes stats: +5 Mag Changes resistances: +6% lightning Changes resistances penetration: +25% lightning Changes damage: +12% light Light radius: +3 Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.balanced stralite dagger (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +8 (+1 eff.) Disarm immunity: +24% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced stralite dagger of massacre (37.5-48.75 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+1 eff.) Disarm immunity: +27% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced stralite dagger of phasing (29.5-38.35 power, 17 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +17 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +21% When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +6 (+0 eff.) Disarm immunity: +17% Sharp, short and deadly. |
flaming iron dagger of massacre (14-18.2 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun dagger of daylight (38-49.4 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 light Burst (radius 1) on hit: +5 fire Damage against: +12% Undead Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
steel greatsword 'Relgulen' (26.5-42.4 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +13 darkness Burst (radius 2) on crit: +12 blight Damage against: +9% Living When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +5% blight Changes damage: +6% blight Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged stralite greatsword of paradox (46.5-74.4 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.5 - 74.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 30% chance to cause random gloom Damage (Melee): +10 temporal / +17 mind When wielded/worn: Damage when hit (Melee): 13 temporal Changes stats: +9 Cun / +3 Wil Changes resistances: +13% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.voratun greatsword of phasing (64-102.4 power, 18 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady elven-wood longbow of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +8 acid When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +5.0% Changes damage: +21% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.blazebringer's steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +7 fire When wielded/worn: Changes resistances penetration: +8% fire Global speed: +2% Sharp, long, and deadly. |
Lelydan (39.5-55.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 darkness / +12 temporal Damage against: +12% Living When wielded/worn: Armour penetration: +9 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 temporal Changes resistances: +22% temporal Changes resistances penetration: +15% mind / +12% physical Changes damage: +3% mind / +10% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.balanced stralite mace of massacre (43-60.2 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+1 eff.) Disarm immunity: +26% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Fogkill the elven-wood vilestaff (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction Burst (radius 1) on hit: +8 blight When wielded/worn: Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Changes damage: +25% darkness / +18% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +20 (+1 eff.) Spell crit. chance: +11% It can be used to conjure elemental energy in a radius 8 cone, dealing 785.68 to 942.82 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+1 eff.) It can be used to activate talent Arcane Supremacy (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
This item will automatically be transmogrified when you leave the level.blighted elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 5% chance to disease Changes damage: +25% blight Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +10.00 Spellpower: +12 (+0 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering elven-wood vilestaff (25-30 power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight Talent granted: +1 Command Staff Mana each turn: +0.21 Maximum mana: +53.00 Spellpower: +12 (+0 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.surging dragonbone magestaff of fate (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +7 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +8 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+0 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Airflash the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +18% darkness / +18% blight Changes resistances penetration: +13% darkness / +25% blight Changes damage: +6% blight / +16% darkness / +12% lightning Stealth bonus: +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyraseth the Glowoozer (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Armour: +11 Defense: +3 (+0 eff.) Damage when hit (Melee): 20 light Changes stats: +4 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +9% light / +28% cold Changes damage: +3% temporal Spell save: +12 (+1 eff.) Maximum mana: +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of the Shaloren (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubolle (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +5 (+0 eff.) Changes stats: +3 Str Changes resistances: +17% acid / +18% temporal / +18% fire / +14% cold / +16% physical Changes damage: +17% acid / +18% temporal / +13% fire / +7% cold / +13% physical Talent cooldown: Refit Golem (-5 turns) Mana each turn: +0.25 Maximum mana: +76.00 Maximum stamina: +35.00 Spellpower: +24 (+1 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of light (+21%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +21% light Changes damage: +14% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.mindwoven silk robe of time (+12%) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +12% temporal Changes damage: +12% temporal Mental save: +19 (+2 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.psion's silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances penetration: +11% mind Changes damage: +11% mind Psi each turn: +0.65 Maximum psi: +25.00 Mindpower: +7 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Mag / +4 Wil Silence immunity: +25% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +11 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of protection (6 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +3 Defense: +6 (+0 eff.) Physical save: +22 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of light (+16%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +16% light Changes damage: +11% light Spell save: +16 (+1 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.spellwoven silk robe of light (+21%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes resistances: +21% light Changes damage: +14% light Spell save: +19 (+1 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Leliyon the pair of dwarven-steel boots (3 def, 10 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Armour: +10 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +3% Changes resistances: +7% lightning / +7% temporal / +5% arcane Spell save: +9 (+0 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1776.41 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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. |
This item will automatically be transmogrified when you leave the level.temporal hardened leather gloves of magic (+2) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 temporal Damage (Ranged): 10 temporal Changes stats: +2 Mag Changes resistances: +8% temporal Changes damage: +6% arcane / +5% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 darkness Changes resistances: +6% darkness Changes damage: +3% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cashmere wizard hat 'Brightoath' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +9 Wil Changes resistances: +15% blight / +13% mind / +3% light Changes damage: +11% mind / +15% blight Physical save: +8 (+1 eff.) Mental save: +24 (+3 eff.) Psi when hit: +0.20 Maximum psi: +19.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +20 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.mindcaging hardened leather cap (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% mind Mental save: +13 (+2 eff.) Confusion immunity: +32% A cap made of leather. |
Oloharagorn (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire Changes resistances: +27% acid / +9% lightning / +30% fire / +9% arcane / +30% cold Spell save: +20 (+2 eff.) Cut immunity: +15% Silence immunity: +10% Disarm immunity: +15% Knockback immunity: +20% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.stralite mail armour of command (11 def, 14 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +11 (+1 eff.) Fatigue: +16% Changes stats: +3 Cun Mental save: +18 (+2 eff.) A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
This item will automatically be transmogrified when you leave the level.drakeskin leather armour of acid resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes resistances: +21% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes resistances: +17% cold / +15% light / +13% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic reinforced leather armour of stability (4 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Fatigue: +8% Changes resistances: +7% physical / +11% light / +13% darkness Physical save: +20 (+2 eff.) A suit of armour made of leather. |
prismatic rough leather armour of fire resistance (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +17% fire / +11% light / +11% darkness A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
troll-hide drakeskin leather armour of command (14 def, 16 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +14 (+1 eff.) Fatigue: +8% Changes stats: +5 Cun Mental save: +18 (+2 eff.) Life regen: +7.40 Maximum life: +48.00 Healing mod.: +18% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.reinforced stralite shield of acid resistance (+23%) (10 def, 10 armour, 165.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes resistances: +23% acid Talent granted: +4 Block Handheld deflection devices. |
steel shield (6 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
voratun shield 'Rhaldil' (12 def, 3 armour, 206.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 16 nature / 19 ice Changes stats: +7 Wil Changes resistances: +30% lightning / +18% blight / +17% cold / +18% nature / +9% fire Talent granted: +5 Block Maximum life: +53.00 Light radius: +3 Infravision radius: +3 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.acidic quiver of dragonbone arrows of daylight (20/21, 53-74.2 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon crit: * splashes the target with acid Damage (Ranged): +18 acid / +14 light Damage against: +21% Undead Arrows are used with bows to pierce your foes to death. |
679 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2544.06 fire damage (based on Magic), costing 29 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration 'Lustrebreeze' [power 271] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 38% chance to corrode armour by 30% * 38% chance to blind Changes resistances: +15% mind Changes resistances penetration: +32% acid Changes damage: +15% light / +9% mind Light radius: +3 It can be used to fire a bolt of a random element with (base) damage 136 to 271, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By 32152 the Hulk Shadowblade level 17
44th Regrowth 123rd year of Ascendancy at 05:35 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By 32152 the Hulk Shadowblade level 16
22nd Regrowth 123rd year of Ascendancy at 06:15 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By 32152 the Hulk Shadowblade level 7
68th Dusk 122nd year of Ascendancy at 02:15 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By 32152 the Hulk Shadowblade level 19
69th Regrowth 123rd year of Ascendancy at 15:34 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By 32152 the Hulk Shadowblade level 19
7th Pyre 123rd year of Ascendancy at 04:47 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By 32152 the Hulk Shadowblade level 18
69th Regrowth 123rd year of Ascendancy at 10:05 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By 32152 the Hulk Shadowblade level 7
18th Dusk 122nd year of Ascendancy at 14:57 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By 32152 the Hulk Shadowblade level 10
52nd Haze 122nd year of Ascendancy at 19:47 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By 32152 the Hulk Shadowblade level 20
7th Pyre 123rd year of Ascendancy at 08:12 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By 32152 the Hulk Shadowblade level 16
22nd Regrowth 123rd year of Ascendancy at 05:52 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By 32152 the Hulk Shadowblade level 8
32nd Haze 122nd year of Ascendancy at 01:57 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By 32152 the Hulk Shadowblade level 8
50th Haze 122nd year of Ascendancy at 08:45 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By 32152 the Hulk Shadowblade level 3
1st Summertide 122nd year of Ascendancy at 01:07 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By 32152 the Hulk Shadowblade level 12
19th Regrowth 123rd year of Ascendancy at 03:52 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By 32152 the Hulk Shadowblade level 9
51st Haze 122nd year of Ascendancy at 22:22 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By 32152 the Hulk Shadowblade level 12
19th Regrowth 123rd year of Ascendancy at 03:44 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By 32152 the Hulk Shadowblade level 6
18th Dusk 122nd year of Ascendancy at 05:57 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By 32152 the Hulk Shadowblade level 15
20th Regrowth 123rd year of Ascendancy at 16:05 see stats
You know who's to blame (Madness (Roguelike) difficulty)
Killed the Grand Corruptor, causing him to drop the Rod of Recall.By 32152 the Hulk Shadowblade level 7
18th Dusk 122nd year of Ascendancy at 14:57 see stats
Log
Connection to online server lost, trying to reconnect.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You don't see how to get there...
Connection to online server established.
You don't see how to get there...
Ran for 2 turns (stop reason: interesting terrain).
32152 rushes out!
Talent Rush is ready to use.
32152 uses Twist the Knife.
32152 wears (replacing yew wand of conjuration 'Lustrebreeze' [power 271] (6 cooldown)): iron pickaxe of endurance (dig speed 36 turns).
Talent Dig is ready to use.
32152 casts Illuminate.
32152's spell attains critical power!
Saving game...
Saving done.































































































































