Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Raccoonian Race 1.3.0Adds Raccoonian as a playable race, a forest creature with keen senses.Raccoonians are usually timid and reclusive, albeit some individuals crave for a more adventurous lifestyle. They possess agile limbs, natural cunning, keen senses and strong bonds with their animal ancestry. They do not practice arcane magic and have no talent for it. Stat modifiers:
Life per level: 11Experience modifier: +15% Racial talents:Raccoonian Malice: Passive. Boosts your racial aptitudes for malice and thievery, increasing cunning and dexterity.Raccoonian Senses: Sustained. Focus on the scents and noises around you, revealing all creatures in a radius which scales with your cunning. Your deep focus will also slow you down while active.Rockstar Raccoon Rampage: Active. Enter a destructive rampage state, boosting your movement speed for a short amount of time. Besides, once per turn you unleash your destructive behaviour, granting a free attack to a random adjacent enemy as phyisical damage.Raccoonian Rage: Passive. Your animal nature makes you react to pain and wounds with a wild frenzy, giving you action speed scaling with your missing live percentage. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Notes to Self 1.3.0The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.2.4Official Expansion!Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Alchemist Quest Reward Display 1.1.5When viewing the quest, displays details about the various rewards you are working towards. Example: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%. He has given you some notes on the ingredients: ..." Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Superhuman |
| Class | Brawler |
| Level / Exp | 113 / 3% |
| Size | medium |
| Lifes / Deaths | Killed by Githa the orc pyromancer at level 113 on the 21st Haze 122nd year of Ascendancy at 00:42 / 1 |
Primary Stats
| Strength | 216.86 (base 100) |
| Dexterity | 99 (base 56) |
| Constitution | 187.86 (base 100) |
| Magic | 60 (base 10) |
| Willpower | 48 (base 16) |
| Cunning | 161.86 (base 100) |
Resources
| Life | -884/12096 |
| Stamina | 457/563 |
| Equilibrium | 20 |
| Healing Factor | 1.41 |
| Regeneration | 46.760764102388 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | -14.383067805499% |
| Spell | 0% |
| Global | +306.46430417059% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 28 |
| See Stealth | 65 |
| See Invisible | 99 |
Offense: Barehand
| Damage | 250 |
| Accuracy | 109 |
| Crit Chance | 133% |
| APR | 30 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 60.75 |
| Crit Chance | 93% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62.336 |
| Crit Chance | 80% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 35.7 (37.584269662921%) |
| Defense | 74.51926743338 |
| Ranged Defense | 75.51926743338 |
| Fatigue | 0 |
| Physical Save | 80.1654 |
| Spell Save | 84.065 |
| Mental Save | 87.9252 |
Defense: Resistances
| All | + 57%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Silence Resistance | 47% |
| Bleed Resistance | 15% |
| Confusion Resistance | 100% |
| Stun Resistance | 100% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 8 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: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 754 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 25 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 614 damage for 7 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 10 turns. While Heroism is active, you will only die when reaching -743 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 192 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.80 |
| 4/5 |
| 11/5 |
| 1/5 |
| 11/5 |
| Technique / Combat techniques | 1.30 |
| 10/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.50 |
| 10/5 |
| 10/5 |
| 7/5 |
| 6/5 |
| Technique / Pugilism | 1.50 |
| 10/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| Technique / Combat veteran | 1.65 |
| 1/5 |
| 11/5 |
| 11/5 |
| 3/5 |
| Technique / Unarmed discipline | 1.50 |
| 10/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.50 |
| 11/5 |
| 11/5 |
| 1/5 |
| 10/5 |
| Technique / Combat training | 1.10 |
| 11/5 |
| 4/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 2.00 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Technique / Field control | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Technique / Conditioning | 1.30 |
| 7/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 7/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Exploit Weakness |
| talent | Elemental Harmony |
| talent | Striking Stance |
| beneficial effect | Has a 81% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.9 throws remaining) Grappling Defensively |
| detrimental effect | The target burns with darkness, taking 107.07 damage each turn until it dies or runs away. Only Ashes Left |
| beneficial effect | Increases your three highest stats by 19 and keeps you from dying even if your life drops to -743. Heroism |
| detrimental effect | Movement speed is reduced by 48%. Slow movement |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target is recovering 366 life each turn. Recovery |
| beneficial effect | The target ignores pain, reducing all damage taken by 29%. Pain Suppression |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | Increases maximum life and stamina by 20%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| detrimental effect | The target has been splashed with acid, reducing armour by 30% (15). Armor Corroded |
| beneficial effect | Increases global speed by 106%. Elemental Harmony |
| beneficial effect | Countering melee attacks: Has a 84% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
| beneficial effect | Reduces all incoming physical, nature, acid, temporal damage by 201. Kinetic Psionic Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Velayawyn the forest wight. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Dreadfell. Escort: lost anorithil (level 4 of Dreadfell)As a reward you improved Cunning by +2. | done |
You abandoned repented thief to death. Escort: repented thief (level 1 of Daikara) | failed |
You abandoned repented thief to death. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +1. | done |
You failed to protect the worried loremaster from death by skeleton mage. Escort: worried loremaster (level 8 of Dreadfell) | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed green worm. * '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.' | 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 within17 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | pair of dwarven-steel boots 'Daimirin' (23 def, 4 armour) pair of dwarven-steel boots 'Daimirin' (23 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +10 (+1 eff.) Armour: +4 Defense: +23 (+6 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +1 Str / +15 Mag Changes resistances: +3% blight / +15% fire / +3% mind Changes resistances penetration: +10% physical Changes damage: +14% acid / +3% arcane / +16% blight Disease immunity: +76% Cut immunity: +10% Silence immunity: +37% Confusion immunity: +34% Stun/Freeze immunity: +38% Teleport immunity: +10% Spellpower: +20 (+5 eff.) Movement speed: +20% It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 34 defense for 10 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | heroic normal tauntlets of the nighthunter (0 def, 9 armour) heroic normal tauntlets of the nighthunter (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +9 Changes stats: +4 Cun Changes resistances: +11% darkness Talent granted: +3 Block Mental save: +11 (+2 eff.) Maximum life: +60.00 Infravision radius: +2 Tauntlets behave like a shield, and allow you to block attacks. 42 block power. When used to modify unarmed attacks: Base power: 24.5 - 34.3 Uses stats: 80% Con, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +9 Physical crit. chance: +16.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +19 darkness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A turtle shell fit with a simple strap. It covers the entire forearm. |
| On head | Coalglean (0 def, 5 armour) Coalglean (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +1% Changes stats: +2 Str / +12 Dex / +3 Mag / +4 Wil / +3 Cun / +2 Con Changes resistances: +14% lightning / +14% temporal / +13% darkness / +7% blight / +6% cold / +41% mind / +7% nature Changes resistances penetration: +10% darkness / +5% nature Changes damage: +6% darkness Physical save: +7 (+1 eff.) Spell save: +5 (+1 eff.) Mental save: +42 (+8 eff.) Confusion immunity: +52% Stamina when hit: +1.20 Equilibrium when hit: +1.20 Maximum life: +54.00 Infravision radius: +5 Healing mod.: +14% It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | stralite torque of kinetic psionic shield 'Bearegorabers' [power 201] (30/34 cooldown) stralite torque of kinetic psionic shield 'Bearegorabers' [power 201] (30/34 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +18% cold / +9% temporal Maximum wards: +3 physical / +5 mind / +4 darkness Talent cooldown: Telekinetic Blast (+10 turn) Talents granted: +8 Telekinetic Blast +1 Ward Mental save: +13 (+3 eff.) Cut immunity: +5% Silence immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +28% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 201 for 7 turns, putting all charms on cooldown for 34 turns. When used: 200% chance to regenerate 14 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | sneakthief's voratun ring of perseverance sneakthief's voratun ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +9 Cun / +10 Dex Stun/Freeze immunity: +50% Life regen: +3.70 Rings can have magical properties. |
| Around neck | voratun amulet 'Delerohell' voratun amulet 'Delerohell'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Defense: +16 (+4 eff.) Changes stats: +15 Lck / +5 Wil Changes resistances: +28% lightning / +6% temporal / +15% mind Talent mastery: +0.35 Technique / Combat veteran Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Mental save: +18 (+4 eff.) Confusion immunity: +24% Stun/Freeze immunity: +36% Mindpower: +13 (+3 eff.) Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
| Main armor | multi-hued reinforced leather armour of command (17 def, 16 armour) multi-hued reinforced leather armour of command (17 def, 16 armour)Requires: - Strength 18 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +17 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid / 12 fire / 10 lightning / 12 cold Changes stats: +5 Cun Changes resistances: +12% acid / +12% fire / +12% cold / +9% lightning Mental save: +15 (+3 eff.) A suit of armour made of leather. |
| Light source | Blindbait BlindbaitPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +8 Mag / +6 Con Changes resistances: +26% darkness / +44% blight / +9% light / +5% arcane / +3% nature Changes resistances penetration: +15% arcane / +10% nature / +25% light Changes damage: +6% light Physical save: +15 (+3 eff.) Mental save: +42 (+8 eff.) Blindness immunity: +50% Confusion immunity: +30% Life regen: +6.50 Maximum life: +80.00 Spellpower: +29 (+7 eff.) Spell crit. chance: +12% Mindpower: +11 (+3 eff.) Mental crit. chance: +9% Light radius: +12 Infravision radius: +11 See stealth: +65 See invisible: +99 Healing mod.: +27% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 5.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 68 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | thick elven-silk cloak of sorcery (3 def, 12 armour) thick elven-silk cloak of sorcery (3 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Changes stats: +4 Wil / +6 Mag Changes resistances: +30% cold Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Ashmaster the hardened leather belt Ashmaster the hardened leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Fatigue: -16% Damage when hit (Melee): 4 arcane Changes stats: +10 Dex / +8 Mag / +10 Cun / +16 Lck Changes resistances: +11% blight / +9% fire Changes resistances penetration: +10% blight Changes damage: +6% fire Reduced damage from: +33% Summoned Critical mult.: +11.00% Trap disarming bonus: +37 Stealth bonus: +22 Maximum encumbrance: +80 Physical save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Mana each turn: +0.33 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +42.00 Maximum vim: +10.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +2% Mindpower: +7 (+2 eff.) Infravision radius: +10 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Inventory
regeneration infusion (heal 514 over 5 turns) regeneration infusion (heal 514 over 5 turns)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: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 514 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion (684% speed; 9 turns)movement infusion (684% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the warrior (1134% speed; 8 turns) movement infusion of the warrior (1134% speed; 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1134% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. 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 ability. |
phase door rune (range 5; power 16; dur 3) phase door rune (range 5; power 16; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 5. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (577 acid damage; dur 5; apply 97) acid wave rune of the warrior (577 acid damage; dur 5; apply 97)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 577.10 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 97. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 498 for 6 turns) shielding rune of the wizard (absorb 498 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 498 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope 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. |
mule's gold ring of frost (+24%) mule's gold ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +24% cold Changes damage: +12% cold Maximum encumbrance: +22 Rings can have magical properties. |
solipsist's gold ring of light (+32%) solipsist's gold ring of light (+32%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +32% light Changes damage: +16% light Mindpower: +11 (+3 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. glacial stralite battleaxe of crippling (43-64.5 power, 3 apr)glacial stralite battleaxe of crippling (43-64.5 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +35 ice When wielded/worn: Physical crit. chance: +19.0% Armour: +19 Changes resistances penetration: +19% cold Massive two-handed battleaxes. |
Ravenusher the elven-wood greatclub (68-102 power, 3 apr) Ravenusher the elven-wood greatclub (68-102 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * 30% chance to disease Damage (Melee): +30 blight / +8 mind When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +46 Physical crit. chance: +32.0% Changes stats: +3 Cun / +6 Dex Changes resistances: +8% blight Changes resistances penetration: +16% physical / +15% darkness / +5% mind Changes damage: +16% physical / +10% nature / +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +49.00% Mental save: +9 (+2 eff.) Disease immunity: +26% Psi when hit: +0.16 Mindpower: +6 (+2 eff.) * Grants [Heavy Strike] Talent Massive two-handed clubs. |
Silubeth the elven-wood greatclub (55-82.5 power, 3 apr) Silubeth the elven-wood greatclub (55-82.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 35% chance to daze * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +12 mind Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +16.0% Damage when hit (Melee): 16 nature / 8 mind Changes stats: +4 Str / +5 Dex / +5 Mag / +5 Wil / +4 Cun / +5 Con Changes resistances: +3% mind Changes resistances penetration: +15% lightning Changes damage: +11% acid / +15% mind / +27% arcane Talent masteries: +0.48 Psionic / Voracity +0.48 Cursed / Dark sustenance Equilibrium when hit: +3.00 Hate per kill: +12.00 Psi per kill: +12.00 Healing mod.: +31% Heals friendly targets nearby when you use a nature summon: +51 It can be used to inflict 162.20 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 18 turns. Massive two-handed clubs. |
blazebringer's dwarven-steel mace of nature (29.5-41.3 power, 4 apr) blazebringer's dwarven-steel mace of nature (29.5-41.3 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +14 fire When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +11% nature / +11% fire Global speed: +4% Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) 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 Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical 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 strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 54 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Isiba the Ichorcrack (63-88.2 power, 10 apr) Isiba the Ichorcrack (63-88.2 power, 10 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Base power: 63.0 - 88.2 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 91% On weapon hit: * Slows global speed by 20% * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +16 temporal / +19 mind / +20 light Damage against: +30% Undead Thrust Range: 2 When wielded/worn: Accuracy: +28 (+5 eff.) Physical crit. chance: +15.0% Physical power: +30 (+4 eff.) Changes stats: +7 Str / +7 Dex / +7 Con Changes resistances penetration: +16% acid / +15% physical / +17% lightning / +20% arcane / +13% fire / +10% nature / +15% cold Changes damage: +15% physical / +3% temporal / +6% nature / +3% arcane Disarm immunity: +33% Stamina when hit: +2.50 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A spear. |
This item will automatically be transmogrified when you leave the level. thunderous voratun waraxe of ruin (40.5-56.7 power, 6 apr)thunderous voratun waraxe of ruin (40.5-56.7 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 22% chance to daze When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances penetration: +15% lightning Critical mult.: +20.00% One-handed war axes. |
Noonjam the drakeskin leather sling Noonjam the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 arcane / +8 temporal When wielded/worn: Changes resistances penetration: +15% blight / +15% temporal Changes damage: +12% light Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 Spellpower: +6 (+2 eff.) Damage Shield penetration: +30% Slings are used to hurl stones or metal shots at your foes. |
quiver of dragonbone arrows 'Flamehash' (23/23, 52.5-73.5 power, 18 apr) quiver of dragonbone arrows 'Flamehash' (23/23, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +14.0% Capacity: 23 On weapon hit: * 20% chance to corrode armour * 57% chance to cause random gloom * 20% chance to disease * 10% chance to stun, blind, pin, or confuse the target * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +4 acid / +20 temporal / +20 physical Burst (radius 1) on hit: +4 blight / +4 acid Burst (radius 2) on crit: +16 fire Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of voratun shots of crippling (22/22, 54.5-65.4 power, 6 apr)plaguebringer's pouch of voratun shots of crippling (22/22, 54.5-65.4 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * cripple the target Damage (Ranged): +9 blight Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Beythad' (22/125, 67.5-81 power, 26 apr) pouch of voratun shots 'Beythad' (22/125, 67.5-81 power, 26 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 50% Cun, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +26 Physical crit. chance: +9.0% Capacity: 125 Turns elapse between self-loadings: 0 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 60% chance to disease * 40% chance to cause random gloom Damage (Ranged): +8 physical / +32 blight / +40 cold Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +10 cold Shots are used with slings to pummel your foes to death. |
warded dwarven-steel shield of resistance (8 def, 2 armour, 76.5 block) warded dwarven-steel shield of resistance (8 def, 2 armour, 76.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Alternately Requires: - Strength 24 - Talent Shield Mastery (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% fire / +10% cold / +10% lightning Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Talents granted: +3 Block +1 Ward Handheld deflection devices. |
rough leather armour (1 def, 2 armour) 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. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour (2 def, 4 armour) cured leather armour (2 def, 4 armour)Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% A suit of armour made of leather. |
spiked cured leather armour of the hero (2 def, 4 armour) spiked cured leather armour of the hero (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 12 physical Changes stats: +4 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun A suit of armour made of leather. |
spiked iron mail armour of clarity (2 def, 4 armour) spiked iron mail armour of clarity (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical Changes resistances: +5% mind Mental save: +11 (+2 eff.) A suit of armour made of mail. |
hardened dwarven-steel mail armour of Eyal (3 def, 15 armour) hardened dwarven-steel mail armour of Eyal (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +8% acid / +10% physical / +10% cold / +9% fire / +8% lightning Life regen: +2.40 Maximum life: +67.00 Healing mod.: +22% A suit of armour made of mail. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 22 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
This item will automatically be transmogrified when you leave the level. ravager's drakeskin leather belt of transcendenceravager's drakeskin leather belt of transcendence Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances penetration: +19% physical Changes damage: +21% physical Physical save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
cashmere cloak 'Gloravea' (8 def, 0 armour) cashmere cloak 'Gloravea' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +1 Mag / +2 Wil / +2 Cun Changes resistances: +16% light / +13% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Carrionrip the pair of iron boots (0 def, 3 armour) Carrionrip the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: -8% Changes resistances penetration: +10% nature / +15% physical Critical mult.: +3.00% Maximum encumbrance: +50 Physical save: +13 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Mucusstreak' (1 def, 2 armour) linen wizard hat 'Mucusstreak' (1 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Damage when hit (Melee): 12 nature Changes stats: +3 Dex / +2 Mag / +2 Con Changes resistances: +3% nature Reduces incoming crit damage: 5.00% Psi each turn: +0.13 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% See invisible: +3 It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 95.97 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Lustresmash' (3 def, 0 armour) elven-silk wizard hat 'Lustresmash' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 fire Changes resistances: +25% lightning / +20% physical / +50% darkness / +28% acid / +15% cold / +23% fire / +12% light Changes resistances penetration: +20% fire Changes damage: +33% acid / +19% physical / +40% darkness / +21% fire / +13% cold / +15% arcane / +32% lightning Mana each turn: +2.60 Psi each turn: +0.38 Mana when hit: +3.00 Maximum mana: +104.00 Maximum hate: +14.00 Spellpower: +10 (+2 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +9% Light radius: +2 It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+3 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 132.01 mind damage and cripples the target's higher mental functions, reducing cunning by 15 and confusing (33% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Arulaith the voratun helm (0 def, 5 armour) Arulaith the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +11 Dex / +1 Mag / +8 Wil / +2 Cun / +7 Con Changes resistances: +9% physical / +23% mind / +19% darkness Changes resistances penetration: +5% arcane Changes damage: +15% arcane Physical save: +31 (+6 eff.) Mental save: +22 (+4 eff.) Confusion immunity: +50% Infravision radius: +7 See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
defender's voratun helm of knowledge (8 def, 14 armour) defender's voratun helm of knowledge (8 def, 14 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +5 Cun / +5 Wil Changes resistances: +6% all Physical save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
zircon 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. |
aquamarine 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 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. |
2 amber 2 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 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
176 alchemist agate 176 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. |
brass lantern 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +49.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of clarity watchleader's alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Blindness immunity: +28% Confusion immunity: +21% Light radius: +7 See stealth: +30 See invisible: +30 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 4.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
dream-smith's iron pickaxe (dig speed 18 turns) dream-smith's iron pickaxe (dig speed 18 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes damage: +7% mind / +7% fire Mental save: +7 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/2) Rod of Recall (1/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 255/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
A dangerous secret (Roguelike) (Uniques)
Found the mysterious staff and told Last Hope about it.By Saitama the Superhuman Brawler level 74
34th Dusk 122nd year of Ascendancy at 00:29 see stats
Against all odds (Roguelike) (Uniques)
Killed Ukruk in the ambush.By Saitama the Superhuman Brawler level 72
2nd Dusk 122nd year of Ascendancy at 10:26 see stats
Are you out of your mind?! (Roguelike) (Uniques)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Saitama the Superhuman Brawler level 109
16th Haze 122nd year of Ascendancy at 00:49 see stats
Brave new world (Roguelike) (Uniques)
Went to the Far East and took part in the war.By Saitama the Superhuman Brawler level 93
44th Dusk 122nd year of Ascendancy at 05:35 see stats
Curse Lifter (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed.By Saitama the Superhuman Brawler level 74
31st Dusk 122nd year of Ascendancy at 22:43 see stats
Destroyer's bane (Roguelike) (Uniques)
Killed Golbug the Destroyer.By Saitama the Superhuman Brawler level 92
41st Dusk 122nd year of Ascendancy at 00:09 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Saitama the Superhuman Brawler level 10
8th Mirth 122nd year of Ascendancy at 16:37 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Saitama the Superhuman Brawler level 20
2nd Summertide 122nd year of Ascendancy at 15:49 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Saitama the Superhuman Brawler level 30
3rd Summertide 122nd year of Ascendancy at 18:41 see stats
Level 40 (Roguelike) (Uniques)
Got a character to level 40.By Saitama the Superhuman Brawler level 40
2nd Flare 122nd year of Ascendancy at 13:23 see stats
Level 50 (Roguelike) (Uniques)
Got a character to level 50.By Saitama the Superhuman Brawler level 50
10th Flare 122nd year of Ascendancy at 23:47 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Saitama the Superhuman Brawler level 70
2nd Dusk 122nd year of Ascendancy at 01:38 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Saitama the Superhuman Brawler level 67
1st Dusk 122nd year of Ascendancy at 22:03 see stats
Sliders (Roguelike) (Uniques)
Activated a portal using the Orb of Many Ways.By Saitama the Superhuman Brawler level 93
41st Dusk 122nd year of Ascendancy at 04:47 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Saitama the Superhuman Brawler level 66
1st Dusk 122nd year of Ascendancy at 21:13 see stats
Vampire crusher (Roguelike) (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Saitama the Superhuman Brawler level 67
1st Dusk 122nd year of Ascendancy at 23:35 see stats
Log
Poruba the orc pyromancer hits Saitama for (18 resist armour), 0 darkness, (18 resist armour), 0 darkness, (18 resist armour), 0 darkness, (18 resist armour), 0 darkness, (18 resist armour), 0 darkness, (18 resist armour), 0 darkness, (18 resist armour), 0 darkness (0 total damage).
Saitama hits Poruba the orc pyromancer for 23 physical, 2 darkness, 28 physical, 2 darkness, 21 physical, 2 darkness, 26 physical, 2 darkness, 21 physical, 2 darkness, 26 physical, 2 darkness, 23 physical, 2 darkness (181 total damage).
Githa the orc pyromancer casts Curse of Defenselessness.
Orc high cryomancer activates Spellcraft.
Shadow casts Shadow Flames.
Shadow hits Saitama for (35 resist armour), 137 fire (137 total damage).
Bethudhebeth the orc pyromancer uses Creeping Darkness.
Saitama uses Butterfly Kick.
Saitama uses Butterfly Kick.
The darkness within Poruba the orc pyromancer subsides.
Shadow casts Shadow Lightning.
Shadow hits Saitama for (35 resist armour), 129 lightning (129 total damage).
Poruba the orc pyromancer hits Saitama for 18 darkness damage.
Only Ashes Left from Poruba the orc pyromancer hits Saitama for (35 resist armour) damage.
Saitama receives 517 healing.
Poruba the orc pyromancer uses Assault.
Saitama's armor corrodes!
Poruba the orc pyromancer performs a melee critical strike against Saitama!
Poruba the orc pyromancer performs a melee critical strike against Saitama!
Saitama shrugs off the critical damage!
Poruba the orc pyromancer hits Saitama for (169 resist armour), 0 physical, , (10 resist armour), 0 acid, (236 resist armour), 505 physical, (6 resist armour), 0 acid, (236 resist armour), 125 physical, (6 resist armour), 0 acid (630 total damage).
Saitama hits Poruba the orc pyromancer for 0 acid, 0 cold, 0 lightning, 0 blight, 0 fire, 2 arcane, 0 acid, 0 cold, 0 lightning, 0 blight, 0 fire, 2 arcane, 0 acid, 0 cold, 0 lightning, 0 blight, 0 fire, 2 arcane (9 total damage).
There is a way to the next level here (press '' or right click to use).
Githa the orc pyromancer uses Cripple.
Githa the orc pyromancer performs a melee critical strike against Saitama!
Githa the orc pyromancer performs a melee critical strike against Saitama!
Saving game...
