











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Demolisher 1.7.6A new tinker class, the Demolisher. This addon requires the Embers of Rage DLC to function. Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons. New Talents: Advanced Talents: Generic Talents: With new graphics by ToME artist rexorcorum Werekracken's Beholder Fork 1.7.2This addon is a fork of the Beholder (Eye Fix) (https://te4.org/games/addons/tome/beholder-efix), which was a fork of Beholder (Continuation) (https://te4.org/games/addons/tome/beholder-cont), which was a fork of Beholder race/classes (https://te4.org/games/addons/tome/beholder-raceclasses). It's been over a year since Beholder (Eye Fix) was updated last and it's been broken for a while, so here is the third fork. Adds Beholders as a playable race and the Mage Eye as a Beholder only class. Nekarcos's Quality of Life 07: Visible Size Categories addon is recommended in conjunction with beholders because it's fun to see their size change as they grow. https://github.com/Werekracken/tome-wkbeholder --- Beholders resemble floating orbs of flesh with large mouths, a single central eye, and lots of smaller eyestalks on top with deadly magical powers. Instead of gaining category points as they level, they must absorb energy from arcane items to grow. They cannot wear most equipment, but have lots of tentacles and eyes. -2 Strength, +2 Dexterity, +0 Constitution, +3 Magic, +4 Willpower, +2 Cunning + 10% Lightning, Fire, and Cold resist -20% movement speed Race trees - race/beholder: Basic abilities common to all Beholders. --- Mage eyes focus on harnessing the powers of their eyestalks. + 6 Magic, +3 Willpower Generic trees - spell/aegis Class trees - spell/phantasm (locked) --- Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Embers of Rage 1.7.4Official 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:
Select your Escorts 1.7.0Allows 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. Class: Hunted 1.7.6A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.4Official 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 21 / 78% |
Size | big |
Lifes / Deaths | Killed by Aerubrewyn the copperhead snake at level 11 on the 8th Flare 122nd year of Ascendancy at 11:32 0 / 6Killed by The Withering Thing at level 13 on the 1st Dusk 122nd year of Ascendancy at 21:05 Killed by elven cultist at level 16 on the 64th Haze 122nd year of Ascendancy at 08:10 Killed by Urkis, the High Tempest at level 21 on the 10th Pyre 123rd year of Ascendancy at 09:31 Killed by Layelaith the wolf at level 21 on the 19th Pyre 123rd year of Ascendancy at 11:06 Killed by Yvath the copperhead snake at level 21 on the 20th Pyre 123rd year of Ascendancy at 14:34 |
Antimagic | Follower |
Primary Stats
Strength | 52 (base 27) |
Dexterity | 24 (base 20) |
Constitution | 34 (base 10) |
Magic | 8 (base 10) |
Willpower | 67 (base 50) |
Cunning | 21 (base 15) |
Resources
Life | -9/665 |
Hate | 90/100 |
Equilibrium | 48 |
Psi | 157/157 |
Healing Factor | 1.0592520249931 |
Regeneration | 6.6203251562071 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +39% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 86 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 62 |
Crit Chance | 16% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Fire | +4% |
Nature | +11% |
Physical | +26% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Lightning | +12% |
Temporal | +10% |
Cold | +18% |
Physical | +20% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 15 |
Physical Save | 34 |
Spell Save | 34 |
Mental Save | 41 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 10%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 27%( 70%) |
All | + 7%( 70%) |
Lightning | + 26%( 70%) |
Light | + 13%( 70%) |
Physical | + 52%( 71%) |
Mind | + 4%( 70%) |
Darkness | + 19%( 70%) |
Fire | + 29%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Disarm Resistance | 17% |
Confusion Resistance | 14% |
Fear Resistance | 18% |
Stun Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 18% |
Inscriptions (4/4)
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) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 669% 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 Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 45 mind and 44 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 75 Mind damage, and deal 73 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+30% chance to avoid traps). Power 2+: -2 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Mayereba the pair of rough leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +4.0% (-) Physical power: +33 (+9 eff.) (-) Armour: +3 (-) Changes damage: +3%(-) mind Stamina each turn: +1.00 (-) Mindpower: +15 (+4 eff.) (-) A pair of boots made of leather. |
Light source | ![]() Sparklash Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 4(-) temporal Changes resistances: +9%(-) lightning Changes resistances penetration: +10%(-) acid / +10%(-) temporal Maximum life: +43.00 (-) Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 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 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Veludathra the Dawnraze (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 5(-) fire Effects when hit in melee: * 22 arcane resource burn Damage when hit (Melee): 0(-22) item manaburn arcane Changes stats: +3(-) Dex Changes resistances: +9%(-) acid / +6%(-) fire / +3%(-) light Changes damage: +9%(-) acid / +4%(-) fire Spell save: +8 (+4 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. |
Tool | ![]() Glith the ash totem of stinging [power 188] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Armour penetration: +2 (-) Physical power: +15 (+4 eff.) (-) Defense: +30 (+15 eff.) (-) Changes stats: +1(-) Str Maximum stamina: +30.00 (-) It can be used to sting an enemy dealing 209 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 penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() copper ring 'Furnaceblood' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2(-) Dex / +3(-) Con Changes resistances: +3%(-) blight / +6%(-) fire / +22%(-) nature Changes damage: +11%(-) nature Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Erelukan Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 64% Changes stats: +0(-2) Dex / +5 Wil / +0(-3) Con Changes resistances: +0%(-3%) blight / +0%(-6%) fire / +0%(-22%) nature Changes damage: +0%(-11%) nature Maximum encumbrance: +21 Spell save: +3 (+2 eff.) Mental save: +6 (+2 eff.) Life regen: +4.00 Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5(-) Wil Damage affinity(heal): +15%(-) nature Life regen: +2.00 (-) Mindpower: +5 (+1 eff.) (-) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 308 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() Shivermarrow the voratun longsword (Misfortune) (44-62 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 (-) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +28(-) lightning / +33(-) cold Damage against: +19% (-)Unnatural When wielded/worn: Physical power: +11 (+3 eff.) (-) Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 64% Damage (Melee): 0(-20) item manaburn arcane / 0(-20) item nature slow Changes stats: +4(-) Con Changes resistances: +5%(-) arcane / +3%(-) light Changes resistances penetration: +12%(-) lightning / +18%(-) cold / +14%(-) physical Disarm immunity: +17% (-) Movement speed: +39% (-) Curse of Misfortune Sharp, long, and deadly. Tap to cycle through comparison choices |
Around waist | ![]() Gorerogas Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Changes stats: +3(-) Str / +4(-) Con Changes damage: +6%(-) physical Critical mult.: +17.00% (-) A belt that goes around your waist. |
In off hand | ![]() Kinetic Focus (Misfortune) (6-7 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6(-38.0 - -55.0) Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+12) Crit. chance: +5.0% (-) Attack speed: 100% (-) On weapon hit: - Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +0(-28) lightning / +0(-33) cold Damage against: +0% (-19% )Unnatural When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Damage (Melee): 0(-20) item manaburn arcane / 0(-20) item nature slow Changes stats: +0(-4) Con Changes resistances: +10% physical / +0%(-5%) arcane / +0%(-3%) light Changes resistances penetration: +0%(-12%) lightning / +6%(-8%) physical / +0%(-18%) cold Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+3 eff.) Disarm immunity: +0% (-17%) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Movement speed: +0% (-39%) Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
Cloak | ![]() Borachak (Nightmares) (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +12%(-) cold Changes resistances penetration: +5%(-) mind Mental save: +15 (+7 eff.) (-) Mindpower: +25 (+7 eff.) (-) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() drakeskin leather armour 'Porona' (Madness) (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (-) Defense: +20 (+10 eff.) (-) Fatigue: +8% (-) Changes stats: +13(-) Str / +3(-) Wil / +1(-) Cun / +6(-) Con Changes resistances: +36%(-) acid / +20%(-) physical / +13%(-) darkness / +11%(-) fire / +11%(-) lightning / +9%(-) cold Reduces incoming crit damage: 10.00% (-) Mindpower: +10 (+2 eff.) (-) Light radius: +1 (-) Curse of Madness It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() movement infusion of the warrior (speed 597%; cd 9) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 597%(-72%) 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 Strength 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. |
![]() Searkiller Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 29% Damage when hit (Melee): 6 fire Changes stats: +0(-5) Wil Changes damage: +3% fire Damage affinity(heal): +0%(-15%) nature Cut immunity: +60% Life regen: +0.00 (-2.00) Maximum stamina: +30.00 Mindpower: +0 (+0 eff.) (-5 (-1 eff.)) Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 253 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() sneakthief's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Changes stats: +5(+3) Dex / +4 Cun / +0(-3) Con Changes resistances: +0%(-3%) blight / +0%(-6%) fire / +0%(-22%) nature Changes damage: +0%(-11%) nature Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Islymina the Hazedash (Nightmares) (28-43 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8(-15.5 - -18.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-4) Crit. chance: +1.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +7 darkness Damage (radius 2) on crit: +4 acid / +0(-33) cold / +20 light / +0(-28) lightning Damage against: +14% Living / +0% (-19% )Unnatural When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Damage (Melee): 0(-20) item manaburn arcane / 0(-20) item nature slow Damage when hit (Melee): 6 cold Changes stats: +0(-4) Con Changes resistances: +6% cold / +6%(+3%) light / +0%(-5%) arcane Changes resistances penetration: +0%(-12%) lightning / +0%(-18%) cold / +0%(-14%) physical Disarm immunity: +0% (-17%) Movement speed: +0% (-39%) Curse of Nightmares Massive two-handed mauls. |
![]() This item will automatically be transmogrified when you leave the level. flaming steel greatsword of vileness (Nightmares) (23-37 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8(-21.0 - -24.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-4) Crit. chance: +3.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 13% chance to reduce strength, dexterity, and constitution by 5 - Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +7 blight Damage (radius 1) on hit: +10 fire Damage (radius 2) on crit: +0(-28) lightning / +0(-33) cold Damage against: +0% (-19% )Unnatural When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Damage (Melee): 0(-20) item manaburn arcane / 0(-20) item nature slow Changes stats: +0(-4) Con Changes resistances: +0%(-5%) arcane / +0%(-3%) light Changes resistances penetration: +0%(-12%) lightning / +0%(-18%) cold / +0%(-14%) physical Disarm immunity: +0% (-17%) Movement speed: +0% (-39%) Curse of Nightmares Massive two-handed swords. |
![]() This item will automatically be transmogrified when you leave the level. iron waraxe 'Blizzardwrest' (Madness) (11-15 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(-33.0 - -46.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-4) Crit. chance: +3.5% (-1.5%) Attack speed: 100% (-) On weapon hit: * 8% chance to slow global speed by 64% - Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +0(-28) lightning / +0(-33) cold Damage against: +0% (-19% )Unnatural When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Damage (Melee): 0(-20) item manaburn arcane / 0(-20) item nature slow Damage when hit (Melee): 6 cold Changes stats: +0(-4) Con Changes resistances: +0%(-3%) light / +6% darkness / +0%(-5%) arcane Changes resistances penetration: +0%(-12%) lightning / +0%(-18%) cold / +20% darkness / +0%(-14%) physical Changes damage: +12% light / +21% cold Disarm immunity: +0% (-17%) Movement speed: +0% (-39%) Curse of Madness One-handed war axes. Tap to cycle through comparison choices |
![]() Swordbreaker (Corpses) (25-32 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5(-19.0 - -29.1) Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+14) Crit. chance: +15.0% (+10.0%) Attack speed: 111% (+11%) On weapon hit: - Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: + Breaks enemy weapon. Damage (radius 2) on crit: +0(-28) lightning / +0(-33) cold Damage against: +0% (-19% )Unnatural When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Armour Hardiness: +20% Defense: +15 (+5 eff.) Damage (Melee): 0(-20) item manaburn arcane / 0(-20) item nature slow Changes stats: +8 Dex / +8 Cun / +0(-4) Con Changes resistances: +0%(-5%) arcane / +0%(-3%) light Changes resistances penetration: +0%(-12%) lightning / +0%(-18%) cold / +0%(-14%) physical Talent granted: +1 Dagger Block Physical save: +15 (+7 eff.) Disarm immunity: +50% (+33%) Movement speed: +0% (-39%) Can block like a shield, potentially disarming the enemy. Curse of Corpses This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
![]() Morningnaught (17/17, 22-30 power, 7 apr) Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 17 On weapon hit: * 20% chance to slow global speed by 64% * 20% chance to create vines that bind the target to the ground dealing 244 nature damage and pinning them for 3 turns Damage (Ranged): +20 light Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
![]() Eel-skin armour (Madness) (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +0 (-8) Defense: +16 (+8 eff.) (-4 (-2 eff.)) Fatigue: +2% (-6%) Changes stats: +0(-13) Str / +2 Dex / +0(-3) Wil / +3(+2) Cun / +0(-6) Con Changes resistances: +15%(+4%) lightning / +0%(-20%) physical / +0%(-13%) darkness / +0%(-11%) fire / +0%(-9%) cold / +0%(-36%) acid Reduces incoming crit damage: 0.00% (-10.00%) Poison immunity: +50% Pinning immunity: +50% Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +0 (-1) Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Madness It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 66.21 to 198.63 lightning damage (132.42 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() hardened leather armour of the deep (Shrouds) (9 def, 7 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +7 (-1) Defense: +9 (+4 eff.) (-11 (-6 eff.)) Fatigue: +8% (-) Changes stats: +0(-13) Str / +0(-3) Wil / +0(-1) Cun / +0(-6) Con Changes resistances: +7%(-29%) acid / +0%(-20%) physical / +0%(-13%) darkness / +7%(-2%) cold / +0%(-11%) lightning / +0%(-11%) fire Allows you to breathe in: water Reduces incoming crit damage: 0.00% (-10.00%) Mindpower: +0 (+0 eff.) (-10 (-2 eff.)) Light radius: +0 (-1) Curse of Shrouds A suit of armour made of leather. |
![]() rough leather belt 'Arevea' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-30 (-10 eff.)) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +3(-) Str / +1 Dex / +5(+1) Con Changes damage: +6% acid / +0%(-6%) physical Critical mult.: +0.00% (-17.00%) Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) See invisible: +3 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: Accuracy: +0 (+0 eff.) (-30 (-10 eff.)) Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Changes stats: +0(-3) Str / +3 Wil / +0(-4) Con Changes resistances: +20% blight / +20% cold / +20% nature Changes damage: +0%(-6%) physical Critical mult.: +0.00% (-17.00%) Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
![]() Fogwolf the cashmere cloak (Misfortune) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +2 (+1 eff.) (+1 (+0 eff.)) Effects on melee hit: * 10% chance to reduce damage dealt by 29% Changes stats: +5 Dex / +3 Cun / +2 Con Changes resistances: +13% blight / +0%(-12%) cold / +13% nature / +9% darkness Changes resistances penetration: +10% nature / +0%(-5%) mind Mental save: +0 (+0 eff.) (-15 (-7 eff.)) Life regen: +4.00 Mindpower: +0 (+0 eff.) (-25 (-7 eff.)) Infravision radius: +2 Healing mod.: +13% Curse of Misfortune 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. Salissra the Shinegrind (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 0(-5) fire Damage when hit (Melee): 0(-22) item manaburn arcane Changes stats: +0(-3) Dex Changes resistances: +0%(-9%) acid / +0%(-6%) fire / +15%(+12%) light Changes resistances penetration: +10% mind Changes damage: +0%(-9%) acid / +0%(-4%) fire / +9% mind Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Life regen: +5.00 Stamina each turn: +1.00 Maximum stamina: +21.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% 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. |
![]() Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 0(-5) fire Damage when hit (Melee): 0(-22) item manaburn arcane Changes stats: +4 Str / +0(-3) Dex Changes resistances: +10% lightning / +0%(-3%) light / +10% cold / +0%(-9%) acid / +0%(-6%) fire Changes damage: +0%(-9%) acid / +0%(-4%) fire Spell save: +0 (+0 eff.) (-8 (-4 eff.)) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 158.78 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() rough leather cap 'Eilinita' (0 def, 9 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +9 (+3) Fatigue: +1% (-7%) Changes stats: +2(-3) Str / +0(-4) Wil / +0(-5) Con / +6 Lck Changes resistances penetration: +5% mind Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-6 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Only die when reaching: -60.00 life Spell crit. chance: +3% Mindpower: +5 (+1 eff.) Mental crit. chance: +3% A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. iron helm 'Zelin' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +6% mind Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +12 (+6 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +6 (+3 eff.) (-6 (-3 eff.)) Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 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. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour penetration: +15 (+13) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Defense: +0 (+0 eff.) (-30 (-15 eff.)) Damage when hit (Melee): 10 draining blight Changes stats: +0(-1) Str Changes damage: +5% blight Maximum stamina: +0.00 (-30.00) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() This item will automatically be transmogrified when you leave the level. steel torque of clear mind 'Rhuvon' [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Defense: +0 (+0 eff.) (-30 (-15 eff.)) Effects on melee hit: * 20% chance to slow global speed by 64% * 20 arcane resource burn Changes stats: +0(-1) Str Changes resistances: +9% acid / +3% darkness / +12% lightning Changes resistances penetration: +5% acid Spell save: +9 (+5 eff.) Maximum stamina: +0.00 (-30.00) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() supercharged steel torque of psionic shield [power 63] (32 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Defense: +0 (+0 eff.) (-30 (-15 eff.)) Changes stats: +0(-1) Str Maximum stamina: +0.00 (-30.00) It can be used to setup a psionic shield, reducing all damage taken by 63 for 5 turns Activation puts all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
![]() This item will automatically be transmogrified when you leave the level. elm totem of healing [power 110] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Defense: +0 (+0 eff.) (-30 (-15 eff.)) Changes stats: +0(-1) Str Maximum stamina: +0.00 (-30.00) It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() This item will automatically be transmogrified when you leave the level. quick ash wand of lightning storm [power 164] (11 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Armour penetration: +0 (-2) Physical power: +0 (+0 eff.) (-15 (-4 eff.)) Defense: +0 (+0 eff.) (-30 (-15 eff.)) Changes stats: +0(-1) Str Maximum stamina: +0.00 (-30.00) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (163 total damage) Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Akalan the Krog Cursed level 14
23rd Dusk 122nd year of Ascendancy at 03:06 see stats
By Akalan the Krog Cursed level 9
3rd Summertide 122nd year of Ascendancy at 17:22 see stats
By Akalan the Krog Cursed level 10
5th Flare 122nd year of Ascendancy at 13:37 see stats
By Akalan the Krog Cursed level 20
9th Pyre 123rd year of Ascendancy at 00:45 see stats
By Akalan the Krog Cursed level 18
47th Regrowth 123rd year of Ascendancy at 05:52 see stats
By Akalan the Krog Cursed level 9
7th Mirth 122nd year of Ascendancy at 08:41 see stats
By Akalan the Krog Cursed level 19
9th Pyre 123rd year of Ascendancy at 00:45 see stats
By Akalan the Krog Cursed level 17
66th Haze 122nd year of Ascendancy at 07:49 see stats
Log
Yvath the copperhead snake hits Akalan for (4 antimagic), 0 nature, 5 physical (5 total damage).
Melee retaliation hits Yvath the copperhead snake for (1 to psi shield), 1 temporal, 0 arcane (1 total damage).
Akalan shakes off the crushing forces.
Giant ice ant is lost in despair!
Akalan's mind surges with critical power!
Giant blue ant has been weakened.
Akalan HEALS from nature damage!
Yvath the copperhead snake's Beyond the Flesh hits Akalan for 25 physical, (4 antimagic), 0 nature, 1 healing, 6 physical (31 total damage) [1 healing].
Burning from Yvath the copperhead snake hits Akalan for (14 antimagic), 0 fire (0 total damage).
Poison from Yvath the copperhead snake hits Akalan for (3 antimagic), 0 nature, 1 healing (0 total damage) [1 healing].
Mindrot hits Giant blue ant for 9 mind, 9 darkness (18 total damage).
Mindrot hits Giant ice ant for 9 mind, 8 darkness (17 total damage).
Mindrot hits Yvath the copperhead snake for 4 mind, 8 darkness (12 total damage).
Mindrot hits Giant black ant for 4 mind, 9 darkness (13 total damage).
Melee retaliation hits Yvath the copperhead snake for (1 to psi shield), 1 temporal, 0 arcane (1 total damage).
Yvath the copperhead snake uses Execution.
Yvath the copperhead snake performs a melee critical strike against Akalan!
Yvath the copperhead snake hits Akalan for 173 physical, (8 antimagic), 0 darkness, 6 physical (179 total damage).
Melee retaliation hits Yvath the copperhead snake for (1 to psi shield), 2 temporal, 0 arcane (2 total damage).
Akalan uses Infusion: Movement.
Akalan is moving at extreme speed!
Akalan is confused and fails to use Nature's Touch.
Yvath the copperhead snake's is no longer disrupted.
Yvath the copperhead snake slows down.
Yvath the copperhead snake's Beyond the Flesh performs a melee critical strike against Akalan!
Yvath the copperhead snake's Beyond the Flesh hits Akalan for 34 physical damage.
Melee retaliation hits Yvath the copperhead snake for (1 to psi shield), 2 temporal, 0 arcane (2 total damage).
Akalan the level 21 krog cursed was struck to death by Yvath the copperhead snake on level 2 of Old Forest.