Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.6 |
Addons | Items Vault 1.0.1Donators/Buyers bonus! Infinite500: Revised high level play for ToME v2.0a 1.0.5Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Thalore |
Class | Doomed |
Level / Exp | 13 / 61% |
Size | medium |
Lifes / Deaths | Killed by Eh at level 13 on the 45th Dusk 122nd year of Ascendancy at 11:41 / 2Killed by Eh at level 13 on the 45th Dusk 122nd year of Ascendancy at 12:22 |
Primary Stats
Strength | 53 (base 39) |
Dexterity | 62 (base 39) |
Constitution | 51 (base 39) |
Magic | 43 (base 39) |
Willpower | 59 (base 39) |
Cunning | 55 (base 39) |
Resources
Life | 464/464 |
Hate | 107/107 |
Stamina | 243/258 |
Equilibrium | 0 |
Healing Factor | 1.12 |
Regeneration | 4.984 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.3272343283276% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 9 |
See Stealth | 21 |
See Invisible | 33 |
Offense: Mainhand
Damage | 44 |
Accuracy | 56 |
Crit Chance | 17% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 41 |
Accuracy | 56 |
Crit Chance | 17% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39.5 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 49.766666666667 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +32% |
Mind | +30% |
Lightning | +31% |
Cold | +31% |
All | +25% |
Offense: Damage Penetration
Mind | +7% |
Lightning | +6% |
Cold | +7% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 28.6 (84.761904761905%) |
Defense | 23 |
Ranged Defense | 24 |
Fatigue | 9.5 |
Physical Save | 44.574000349089 |
Spell Save | 28.025 |
Mental Save | 44.740667015756 |
Defense: Resistances
Lightning | + 35%( 70%) |
Mind | + 25%( 70%) |
Darkness | + 46%( 82%) |
Fire | + 41%( 70%) |
Physical | + 35%( 74%) |
Cold | + 42%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 41% |
Fear Resistance | 55% |
Knockback Resistance | 55% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 22% for 4 turns. Its effects scale with your Strength stat. |
Class Talents
Cursed / Darkness | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Punishments | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Chronomancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Technique / Mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Effects
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.0)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -1 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Guarding against melee damage: Will dismiss up to 10 damage from the next 1.4 attack(s). Guarded |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 14 air and an additional 6 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+20% resist all). Shroud of Death |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +12% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 20% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 20% for 3 turns. |
detrimental effect | You are suffocating! Each turn you lose an ever increasing percent of your total life (currently 60%) Suffocating |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 25%. Strength and Willpower are increased by 7. Poisons and diseases have a 16% chance of being neutralized each turn. Cursed Form |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. 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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 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
Light source | scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer is hit: 12 fire Changes resistances: +5% fire Mental save: +5 Light radius: +2 See stealth: +5 See invisible: +6 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 | insulating hardened leather cap (0 def, 3 armour) (Misfortune) insulating hardened leather cap (0 def, 3 armour) (Misfortune)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +7% cold / +8% fire Curse of Misfortune A cap made of leather. |
On hands | brawler's dwarven-steel gauntlets of regeneration (0 def, 2 armour) (Shrouds) brawler's dwarven-steel gauntlets of regeneration (0 def, 2 armour) (Shrouds)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 Life regen: +2.30 Stamina each turn: +0.30 Psi each turn: +0.10 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when the wearer is hit: 12 darkness Spellpower: +10 Spell crit. chance: +4% It can be used to raise undead rats, costing 40 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes |
On fingers | marksman's copper ring of sensing (Madness) marksman's copper ring of sensing (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Blindness immunity: +22% See stealth: +6 See invisible: +5 Curse of Madness Rings can have magical properties. |
On fingers | conjurer's gold ring of misery (Shrouds) conjurer's gold ring of misery (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Wil / +3 Cun Damage when the wearer hits(melee): 15 gloom / 28 bleed Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +6 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | radiant vined mindstar of storms (6-6.6 power, 18 apr, nature damage) (Shrouds) radiant vined mindstar of storms (6-6.6 power, 18 apr, nature damage) (Shrouds)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage when this weapon hits: +3 light When wielded/worn: Changes stats: +2 Str / +3 Dex / +1 Mag / +2 Wil / +2 Cun / +2 Con Damage when the wearer is hit: 8 lightning Changes resistances: +4% lightning Changes resistances penetration: +6% lightning Changes damage: +6% lightning Mindpower: +4 Mental crit. chance: +4% Light radius: +1 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | hardened leather belt of burglary (Nightmares) hardened leather belt of burglary (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +7 Infravision radius: +3 Curse of Nightmares A belt that goes around your waist. |
In off hand | hateful vined mindstar of frost (4.5-4.95 power, 18 apr, mind damage) (Shrouds) hateful vined mindstar of frost (4.5-4.95 power, 18 apr, mind damage) (Shrouds)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Damage when the wearer is hit: 7 ice Changes resistances: +7% cold Changes resistances penetration: +7% mind / +7% cold / +5% darkness Changes damage: +5% mind / +6% cold / +7% darkness Mindpower: +2 Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | linen cloak (1 def, 0 armour) (Madness) linen cloak (1 def, 0 armour) (Madness)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour of Eyal (2 def, 6 armour) (Madness) steel mail armour of Eyal (2 def, 6 armour) (Madness)Requires: - Strength 20 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Life regen: +1.90 Maximum life: +40.00 Healing mod.: +12% Curse of Madness A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 83)healing infusion (heal 83) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 83 life. 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. manasurge rune (615% regen over 10 turns; 31 instant mana)manasurge rune (615% regen over 10 turns; 31 instant mana) 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: 21 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 615% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 26)teleportation rune (range 26) 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: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. 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. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 9; dur 12; see horror)vision rune (radius 9; dur 12; see horror) 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: 27 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 12) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any horror around. 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. |
This item will automatically be transmogrified when you leave the level. vision rune of the warrior (radius 9; dur 15; see dragon)vision rune of the warrior (radius 9; dur 15; see dragon) 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: 1 turn Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 19) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. 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. |
mule's steel ring of nature (+22%) (Shrouds) mule's steel ring of nature (+22%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +22% nature Changes damage: +11% nature Maximum encumbrance: +20 Curse of Shrouds Rings can have magical properties. |
savior's copper ring (Madness) savior's copper ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +6 Spell save: +7 Mental save: +6 Curse of Madness Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Drake's Bane (52-78 power, 21 apr) (Shrouds)Drake's Bane (52-78 power, 21 apr) (Shrouds) Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 Stun/Freeze immunity: +20% Knockback immunity: +40% Curse of Shrouds The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
This item will automatically be transmogrified when you leave the level. icy steel dagger (10-13 power, 6 apr) (Misfortune)icy steel dagger (10-13 power, 6 apr) (Misfortune) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +4 ice Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. icy steel greatmaul (30-45 power, 2 apr) (Madness)icy steel greatmaul (30-45 power, 2 apr) (Madness) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage when this weapon hits: +6 ice Curse of Madness Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel greatmaul (44-66 power, 2 apr) (Madness)plaguebringer's dwarven-steel greatmaul (44-66 power, 2 apr) (Madness) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +6 blight When wielded/worn: Disease immunity: +18% Curse of Madness Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. steel greatsword of massacre (29-46.4 power, 2 apr) (Madness)steel greatsword of massacre (29-46.4 power, 2 apr) (Madness) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 29.0 - 46.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. arcing steel longsword of projection (13-18.2 power, 3 apr) (Corpses)arcing steel longsword of projection (13-18.2 power, 3 apr) (Corpses) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +7 lightning / +7 mind Curse of Corpses It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 4 cooldown. Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of massacre (19.5-27.3 power, 3 apr) (Corpses)flaming steel longsword of massacre (19.5-27.3 power, 3 apr) (Corpses) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +5 fire Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. steel longsword (14.5-20.3 power, 3 apr) (Madness)steel longsword (14.5-20.3 power, 3 apr) (Madness) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Curse of Madness Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing steel mace of crippling (13.5-18.9 power, 3 apr) (Misfortune)arcing steel mace of crippling (13.5-18.9 power, 3 apr) (Misfortune) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Special effect when this weapon crits: cripple the target Damage when this weapon hits: +5 lightning When wielded/worn: Physical crit. chance: +5.0% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. horrifying vined mindstar of life (5-5.5 power, 18 apr, mind damage) (Madness)horrifying vined mindstar of life (5-5.5 power, 18 apr, mind damage) (Madness) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 3 mind / 4 darkness Changes damage: +4% mind / +3% darkness Life regen: +0.60 Maximum life: +18.00 Mindpower: +2 Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) (Shrouds) mossy mindstar (2-2.2 power, 12 apr, mind damage) (Shrouds)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2.2 power, 12 apr, nature damage) (Corpses) mossy mindstar (2-2.2 power, 12 apr, nature damage) (Corpses)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. nature's vined mindstar of storms (5-5.5 power, 18 apr, mind damage) (Madness)nature's vined mindstar of storms (5-5.5 power, 18 apr, mind damage) (Madness) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +2 Cun / +1 Con Damage when the wearer is hit: 4 lightning Changes resistances: +5% lightning / +2% blight Changes resistances penetration: +4% lightning Changes damage: +6% lightning / +2% nature Disease immunity: +10% Mindpower: +2 Mental crit. chance: +2% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. fungal hardened leather sling (Madness)fungal hardened leather sling (Madness) Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 80% Firing range: +8 When wielded/worn: Changes stats: +2 Con Talent mastery: +0.10 Wild-gift / Fungus Curse of Madness It can be used to regenerate 76 life over 5 turns, placing all other charms into a 12 cooldown. Slings are used to hurl stones or metal shots at your foes. |
Kor's Fall (10-12 power, 0 apr, darkness damage) (Nightmares) Kor's Fall (10-12 power, 0 apr, darkness damage) (Nightmares)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire / +10% blight / +10% darkness / +10% acid Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 Spell crit. chance: +8% See invisible: +2 Curse of Nightmares It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 118.02 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evilness even from a distance. |
This item will automatically be transmogrified when you leave the level. shimmering ash starstaff (15-18 power, 3 apr, light damage) (Madness)shimmering ash starstaff (15-18 power, 3 apr, light damage) (Madness) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +6 Spell crit. chance: +2% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. glacial dwarven-steel waraxe of rage (21-29.4 power, 4 apr) (Madness)glacial dwarven-steel waraxe of rage (21-29.4 power, 4 apr) (Madness) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 33% ice When wielded/worn: Accuracy: +5 Armour: +5 Changes stats: +2 Str Changes resistances penetration: +5% cold Changes damage: +5% physical Stamina when hit: +0.70 Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. hateful steel waraxe of daylight (9.5-13.3 power, 3 apr) (Madness)hateful steel waraxe of daylight (9.5-13.3 power, 3 apr) (Madness) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 9.5 - 13.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage when this weapon hits: +9 darkness / +7 light Damage against: +5% Undead / +6% Humanoid Curse of Madness One-handed war axes. |
cleansing rough leather belt of life (Corpses) cleansing rough leather belt of life (Corpses)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +5% acid Life regen: +0.60 Healing mod.: +11% Curse of Corpses A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Poredabeth the cashmere cloak (2 def, 0 armour) (Madness)Poredabeth the cashmere cloak (2 def, 0 armour) (Madness) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +2 Cun / +1 Str Spell save: +9 Mental save: +7 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) (Nightmares) linen robe (0 def, 0 armour) (Nightmares)2.00 Encumbrance. Type: armor / cloth ; tier 1 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather gloves (0 def, 1 armour) (Nightmares) rough leather gloves (0 def, 1 armour) (Nightmares)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. searing steel mail armour of implacability (2 def, 11 armour) (Corpses)searing steel mail armour of implacability (2 def, 11 armour) (Corpses) Requires: - Strength 20 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 Fatigue: +10% Damage when the wearer hits(melee): 10 acid / 11 fire Damage when the wearer is hit: 8 acid / 9 fire Changes resistances: +12% acid / +11% fire Physical save: +5 Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked iron mail armour of cold resistance (2 def, 4 armour) (Nightmares)spiked iron mail armour of cold resistance (2 def, 4 armour) (Nightmares) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% Damage when the wearer is hit: 10 physical Changes resistances: +16% cold Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked steel mail armour of lightning resistance (2 def, 6 armour) (Shrouds)spiked steel mail armour of lightning resistance (2 def, 6 armour) (Shrouds) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Damage when the wearer is hit: 11 physical Changes resistances: +19% lightning Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour) (Corpses)steel mail armour (2 def, 6 armour) (Corpses) Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Curse of Corpses A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Skin of Many (12 def, 6 armour) (Madness)Skin of Many (12 def, 6 armour) (Madness) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Madness The stitched-together skin of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. multi-hued cured leather armour (2 def, 4 armour) (Nightmares)multi-hued cured leather armour (2 def, 4 armour) (Nightmares) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 6 fire / 6 cold / 5 lightning / 6 acid Changes resistances: +6% fire / +5% cold / +6% lightning / +6% acid Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. nimble hardened leather armour of the deep (6 def, 8 armour) (Madness)nimble hardened leather armour of the deep (6 def, 8 armour) (Madness) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +6 Ranged Defense: +3 Fatigue: +8% Changes stats: +2 Dex Changes resistances: +6% cold / +7% acid Allows you to breathe in: water Movement speed: +10% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked cured leather armour of acid resistance (2 def, 4 armour) (Nightmares)spiked cured leather armour of acid resistance (2 def, 4 armour) (Nightmares) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +7% Damage when the wearer is hit: 12 physical Changes resistances: +15% acid Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour (4 def, 14 armour) (Nightmares)impenetrable steel plate armour (4 def, 14 armour) (Nightmares) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 Fatigue: +22% Curse of Nightmares A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. crackling steel shield of the forge (6 def, 2 armour, 37.5 block) (Misfortune)crackling steel shield of the forge (6 def, 2 armour, 37.5 block) (Misfortune) Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes stats: +2 Dex / +3 Wil Damage when the wearer is hit: 12 lightning / 11 dreamforge Changes resistances: +11% mind / +11% lightning / +12% fire Talent granted: +2 Block Psi when hit: +1.00 Curse of Misfortune Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. steel shield of acid resistance (+17%) (6 def, 2 armour, 43.5 block) (Shrouds)steel shield of acid resistance (+17%) (6 def, 2 armour, 43.5 block) (Shrouds) Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Changes resistances: +17% acid Talent granted: +2 Block Curse of Shrouds Handheld deflection devices |
This item will automatically be transmogrified when you leave the level. Fogravager (11/24, 23.5-32.9 power, 7 apr)Fogravager (11/24, 23.5-32.9 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 23.5 - 32.9 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 24 Damage when this weapon hits(ranged): +4 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Ammo reloads per turns: +2 Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con 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 Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con 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 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 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. |
bright brass lantern bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +4 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. |
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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 114 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. |
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 is 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. |
This item will automatically be transmogrified when you leave the level. Velynn [power 41] (12 cooldown)Velynn [power 41] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +20% arcane Mana when firing critical spell: +1.00 Spellpower: +2 It can be used to harden the skin for 6 turns increasing armour by 41 and armour hardiness by 50%, placing all other charms into a 12 cooldown. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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 Gems can be sold for money or used in arcane rituals. |
Achievements
By Eh the Thalore Doomed level 13
45th Dusk 122nd year of Ascendancy at 04:22 see stats
By Eh the Thalore Doomed level 6
1st Flare 122nd year of Ascendancy at 16:08 see stats
By Eh the Thalore Doomed level 4
10th Mirth 122nd year of Ascendancy at 00:04 see stats
By Eh the Thalore Doomed level 10
11st Dusk 122nd year of Ascendancy at 15:17 see stats
By Eh the Thalore Doomed level 11
20th Dusk 122nd year of Ascendancy at 15:45 see stats
By Eh the Thalore Doomed level 12
40th Dusk 122nd year of Ascendancy at 07:39 see stats
By Eh the Thalore Doomed level 7
8th Dusk 122nd year of Ascendancy at 20:51 see stats
By Eh the Thalore Doomed level 12
38th Dusk 122nd year of Ascendancy at 05:40 see stats
By Eh the Thalore Doomed level 4
10th Mirth 122nd year of Ascendancy at 00:04 see stats
By Eh the Thalore Doomed level 4
10th Mirth 122nd year of Ascendancy at 00:04 see stats
By Eh the Thalore Doomed level 13
45th Dusk 122nd year of Ascendancy at 11:41 see stats
Log
Talent Infusion: Wild is ready to use.
Talent Infusion: Wild is ready to use.
Talent Deflection is ready to use.
Eh starts suffocating to death!
Eh is suffocating.
You fight through the pain! (+4 hate)
You fight through the pain! (+7 hate)
Eh's mania hastens Wrath of the Woods.
You fight through the pain! (+10 hate)
You fight through the pain! (+12 hate)
Talent Wrath of the Woods is ready to use.
Eh's mania hastens Wrath of the Woods.
You fight through the pain! (+14 hate)
You fight through the pain! (+17 hate)
You fight through the pain! (+20 hate)
You fight through the pain! (+22 hate)
Your hatred grows even as your life fades! (+28 hate)
An elite foe has fallen to your hate! (+8 hate)
Saving game...