Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Gladiator 1.4.6Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. 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. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. ZOmnibus Addon Pack 1.4.0Combines 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: Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Troll |
| Class | Gladiator |
| Level / Exp | 13 / 39% |
| Size | big |
| Lifes / Deaths | Killed by Belobeth the lesser vampire at level 13 on the 35th Dusk 122nd year of Ascendancy at 17:41 / 1 |
Primary Stats
| Strength | 40 (base 34) |
| Dexterity | 29 (base 29) |
| Constitution | 20 (base 15) |
| Magic | 7 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 8 (base 10) |
Resources
| Life | -65/490 |
| Stamina | 121/128 |
| Healing Factor | 1.416 |
| Regeneration | 22.1604 |
Speed
| Mental | +9.8049222103004% |
| Attack | 0% |
| Movement | -4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 35 |
| Crit Chance | 14% |
| APR | 2 |
| Speed | 0.91 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 2% |
| Speed | 1 |
Defense: Base
| Armour (hardiness) | 45.92 (81.030927835052%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 31 |
| Physical Save | 27 |
| Spell Save | 20 |
| Mental Save | 20 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 52% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Pinning Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 63 life over 5 turns. |
Class Talents
| Technique / Arms Handling | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Expertise / Combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Expertise / Axes | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Expertise / Swords | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Expertise / Maces | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Field control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Troll | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Gladiator | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Cleaving Blows |
| talent | Frenzy |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of Phase |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 12.60 life per turn. Regeneration |
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 |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the wandering musician from death by stone troll. Escort: wandering musician (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] pair of iron boots of tirelessness (0 def, 3 armour)pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Stamina each turn: +0.30 (-) Maximum stamina: +10.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +4 (-) Healing mod.: +10% (-) It can be used to call light (52 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Glitterquench (0 def, 5 armour) (On head)] Glitterquench (0 def, 5 armour)Glitterquench (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +1% (-) Changes stats: +3(-) Str Changes resistances: +3%(-) mind Confusion immunity: +10% (-) A cap made of leather. |
| On hands | [vs. iron gauntlets 'Dazzlewasp' (0 def, 6 armour) (On hands)] iron gauntlets 'Dazzlewasp' (0 def, 6 armour)iron gauntlets 'Dazzlewasp' (0 def, 6 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 (-) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-15) item light blind / 7(-) physical Changes damage: +5%(-) physical Hate when firing a critical mind attack: +3.00 (-) Maximum hate: +2.00 (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 8 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. mule's copper ring of power (On fingers, 1 of 2)] mule's copper ring of powermule's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) (-) Fatigue: -4% (-) Maximum encumbrance: +21 (-) Spellpower: +5 (+5 eff.) (-) Mindpower: +6 (+5 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. mule's copper ring of power (On fingers, 1 of 2)] copper ring of tenacitycopper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+4%) Maximum encumbrance: +0 (-21) Disarm immunity: +21% Pinning immunity: +24% Knockback immunity: +21% Maximum life: +21.00 Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. Withering Orbs (Around neck)] Withering OrbsWithering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+4 eff.) (-) 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 | [vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] flaming iron waraxe (11.5-16.1 power, 2 apr)flaming iron waraxe (11.5-16.1 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +5(-) fire One-handed war axes. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In off hand | [vs. Coral Spray (8 def, 8 armour, 48 block) (In off hand)] Coral Spray (8 def, 8 armour, 48 block)Coral Spray (8 def, 8 armour, 48 block) Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 (-) Defense: +8 (+4 eff.) (-) Fatigue: +12% (-) Changes resistances: +10%(-) fire / +15%(-) cold Talents granted: +2.00(-) Block Maximum air capacity: +20.00 (-) Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | [vs. thick linen cloak (1 def, 6 armour) (Cloak)] thick linen cloak (1 def, 6 armour)thick linen cloak (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes resistances: +11%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. spiked iron plate armour of lightning resistance (3 def, 7 armour) (Main armor)] spiked iron plate armour of lightning resistance (3 def, 7 armour)spiked iron plate armour of lightning resistance (3 def, 7 armour) Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +3 (+2 eff.) (-) Fatigue: +20% (-) Damage when hit (Melee): 11(-) physical Changes resistances: +16%(-) lightning A suit of armour made of metal plates. |
Inventory
[vs. Rune: Phase Door (on body)] phase door rune of the wizard (range 5; power 23; dur 4)phase door rune of the wizard (range 5; power 23; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 9 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(-5). Afterwards you stay out of phase for 4(-1) turns. In this state all new negative status effects duration is reduced by 23%(+8%), your defense is increased by 23(+8) and all your resistances by 23%(+8%). 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. |
[vs. Withering Orbs (Around neck)] SoulstoneSoulstone Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes resistances: +10% blight / +10% light / +10% darkness Fear immunity: +50% Instant-death immunity: +50% Maximum souls: +3.00 Mindpower: +0 (+0 eff.) (-5 (-4 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Some of its power lingers, but it is no longer animate. |
[vs. Withering Orbs (Around neck)] copper amulet of strength (+2)copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +2 Str Mindpower: +0 (+0 eff.) (-5 (-4 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)] grounding copper amuletgrounding copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes resistances: +10% lightning Stun/Freeze immunity: +21% Mindpower: +0 (+0 eff.) (-5 (-4 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)] steel amuletThis item will automatically be transmogrified when you leave the level. steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Mindpower: +0 (+0 eff.) (-5 (-4 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. mule's copper ring of power (On fingers, 1 of 2)] Glewe the copper ringGlewe the copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+4%) Damage when hit (Melee): 8 arcane Changes damage: +3% arcane Maximum encumbrance: +0 (-21) Blindness immunity: +20% Vim when firing critical spell: +2.00 Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-5 eff.)) Infravision radius: +4 See stealth: +5 See invisible: +5 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's copper ring of power (On fingers, 1 of 2)] copper ring of blight (+10%)copper ring of blight (+10%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+4%) Changes resistances: +10% blight Changes damage: +10% blight Maximum encumbrance: +0 (-21) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's copper ring of power (On fingers, 1 of 2)] titan's copper ringtitan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+4%) Changes stats: +3 Con Maximum encumbrance: +0 (-21) Physical save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's copper ring of power (On fingers, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+4%) Changes stats: +2 Mag Maximum encumbrance: +0 (-21) Spell save: +4 (+2 eff.) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. mule's copper ring of power (On fingers, 1 of 2)] wizard's copper ring of light (+20%)wizard's copper ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Fatigue: +0% (+4%) Changes stats: +2 Mag Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +0 (-21) Spell save: +4 (+2 eff.) Spellpower: +0 (+0 eff.) (-5 (-5 eff.)) Mindpower: +0 (+0 eff.) (-6 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] surging elm magestaff (10-12 power, 2 apr, arcane element)This item will automatically be transmogrified when you leave the level. surging elm magestaff (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-1.5 - -4.1) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-) Physical crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] insidious iron battleaxe of massacre (23-34.5 power, 1 apr)insidious iron battleaxe of massacre (23-34.5 power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.0 - 34.5(+11.5 - +18.4) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +17 insidious poison Burst (radius 1) on hit: +0(-5) fire Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] iron battleaxe of phasing (15.5-23.25 power, 10 apr)iron battleaxe of phasing (15.5-23.25 power, 10 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.3(+4.0 - +7.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (+8) Physical crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +14% Burst (radius 1) on hit: +0(-5) fire Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] steel battleaxe of projection (22-33 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel battleaxe of projection (22-33 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0(+10.5 - +16.9) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) Damage (Melee): +7 mind Burst (radius 1) on hit: +0(-5) fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] Bill's Tree Trunk (30-51 power, 7 apr)Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(+18.5 - +34.9) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (+5) Physical crit. chance: +1.5% (-2.0%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 2)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(+20.5 - +25.5) Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+4) Physical crit. chance: +8.0% (+4.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] quick steel longsword (14.5-20.3 power, 3 apr)This item will automatically be transmogrified when you leave the level. quick steel longsword (14.5-20.3 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3(+3.0 - +4.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (+1) Physical crit. chance: +3.0% (-0.5%) Attack speed: 111% (+11%) Burst (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +1 Dex Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] balanced iron waraxe of purging (10-14 power, 2 apr)balanced iron waraxe of purging (10-14 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0(-1.5 - -2.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: + 25% chance to remove a magical effect Damage (Melee): +5 nature Burst (radius 1) on hit: +0(-5) fire When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +5 (+2 eff.) Disarm immunity: +22% One-handed war axes. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] hateful iron waraxe of dampening (11-15.4 power, 2 apr)hateful iron waraxe of dampening (11-15.4 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4(-0.5 - -0.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +6 darkness Burst (radius 1) on hit: +0(-5) fire Damage against: +6% Living When wielded/worn: Changes resistances: +9% acid / +7% fire / +8% cold / +7% lightning Spell save: +5 (+2 eff.) One-handed war axes. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] iron waraxe (11.5-16.1 power, 2 apr)iron waraxe (11.5-16.1 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-) Physical crit. chance: +3.5% (-) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire One-handed war axes. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] iron dagger (10-13 power, 5 apr)This item will automatically be transmogrified when you leave the level. iron dagger (10-13 power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(-1.5 - -3.1) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+3) Physical crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire This is a bardic weapon. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] iron dagger of massacre (13.5-17.55 power, 5 apr)iron dagger of massacre (13.5-17.55 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.5 - 17.6(+2.0 - +1.5) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (+3) Physical crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire This is a bardic weapon. Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] sonic iron dagger (9.5-12.35 power, 9 apr)sonic iron dagger (9.5-12.35 power, 9 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4(-2.0 - -3.7) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+7) Physical crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) Damage (Melee): +6 sound Burst (radius 1) on hit: +0(-5) fire This is a bardic weapon. When wielded/worn: Changes resistances: +4% sound Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. flaming iron waraxe (11.5-16.1 power, 2 apr) (In main hand, 1 of 3)] Bloomsoul (8-8.8 power, 13 apr, nature damage)Bloomsoul (8-8.8 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8(-3.5 - -7.3) Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 (+11) Physical crit. chance: +7.0% (+3.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +0(-5) fire When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 12 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. Tap to cycle through comparison choices |
[vs. Coral Spray (8 def, 8 armour, 48 block) (In off hand)] iron shield (4 def, 2 armour, 16.5 block)iron shield (4 def, 2 armour, 16.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +4 (+2 eff.) (-4 (-2 eff.)) Ranged Defense: +4 (+2 eff.) Fatigue: +6% (-6%) Changes resistances: +0%(-10%) fire / +0%(-15%) cold Talents granted: +1(+-1) Block Maximum air capacity: +0.00 (-20.00) Handheld deflection devices. |
[vs. Coral Spray (8 def, 8 armour, 48 block) (In off hand)] sonic iron shield of physical resistance (+11%) (4 def, 2 armour, 18 block)sonic iron shield of physical resistance (+11%) (4 def, 2 armour, 18 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +4 (+2 eff.) (-4 (-2 eff.)) Ranged Defense: +4 (+2 eff.) Fatigue: +6% (-6%) Damage (Melee): 6 sound Damage when hit (Melee): 12 sound Changes resistances: +0%(-15%) cold / +0%(-10%) fire / +11% physical Talents granted: +1(+-1) Block Maximum air capacity: +0.00 (-20.00) Handheld deflection devices. |
[vs. Coral Spray (8 def, 8 armour, 48 block) (In off hand)] deflecting steel shield of fire resistance (+16%) (11 def, 2 armour, 39 block)This item will automatically be transmogrified when you leave the level. deflecting steel shield of fire resistance (+16%) (11 def, 2 armour, 39 block) 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 (-6) Defense: +11 (+5 eff.) (+3 (+1 eff.)) Ranged Defense: +6 (+3 eff.) Fatigue: +8% (-4%) Changes resistances: +0%(-15%) cold / +16%(+6%) fire Talents granted: +2.00(-) Block Maximum air capacity: +0.00 (-20.00) Deflect projectiles away: +5% Handheld deflection devices. |
[vs. spiked iron plate armour of lightning resistance (3 def, 7 armour) (Main armor)] rejuvenating rough leather armour (1 def, 2 armour)This item will automatically be transmogrified when you leave the level. rejuvenating rough leather armour (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-5) Defense: +1 (+1 eff.) (-2 (-1 eff.)) Fatigue: +6% (-14%) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-16%) lightning Life regen: +2.20 Stamina each turn: +0.60 A suit of armour made of leather. |
[vs. spiked iron plate armour of lightning resistance (3 def, 7 armour) (Main armor)] spiked iron mail armour of cold resistance (2 def, 4 armour)This item will automatically be transmogrified when you leave the level. spiked iron mail armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-3) Defense: +2 (+1 eff.) (-1 (-1 eff.)) Fatigue: +12% (-8%) Damage when hit (Melee): 11(-) physical Changes resistances: +0%(-16%) lightning / +16% cold A suit of armour made of mail. |
[vs. spiked iron plate armour of lightning resistance (3 def, 7 armour) (Main armor)] prismatic steel plate armour of cold resistance (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. prismatic steel plate armour of cold resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+2) Defense: +4 (+2 eff.) (+1 (+0 eff.)) Fatigue: +22% (+2%) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-16%) lightning / +17% cold / +10% light / +11% darkness A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)] BrightimmortalBrightimmortal Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +6%(-14%) cold / +0%(-20%) nature / +21% fire Changes damage: +3% fire Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] CorpsetoothCorpsetooth Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +6% lightning / +6% temporal / +0%(-20%) blight / +0%(-20%) cold / +9%(-11%) nature / +6% acid Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] grounding rough leather beltgrounding rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +5% lightning / +5% temporal / +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)] grounding rough leather belt of lifegrounding rough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +6% lightning / +5% temporal / +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Life regen: +0.60 Healing mod.: +11% (-19%) A belt that goes around your waist. |
[vs. pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] miner's pair of rough leather boots (0 def, 5 armour)miner's pair of rough leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+2) Fatigue: +1% (-1%) Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-10.00) Infravision radius: +2 A pair of boots made of leather. |
[vs. pair of iron boots of tirelessness (0 def, 3 armour) (On feet)] pair of rough leather boots of tirelessness (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-1%) Stamina each turn: +0.40 (+0.10) Maximum stamina: +12.00 (+2.00) A pair of boots made of leather. |
[vs. iron gauntlets 'Dazzlewasp' (0 def, 6 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +0 (-6) Damage (Melee): 0(-7) physical / 0(-15) item light blind Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature / +0%(-5%) physical Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-2.00) Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
[vs. iron gauntlets 'Dazzlewasp' (0 def, 6 armour) (On hands)] radiant iron gauntlets (0 def, 1 armour)radiant iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-5) Damage (Melee): 0(-7) physical / 6 light / 0(-15) item light blind Changes resistances: +5% light Changes damage: +4% light / +0%(-5%) physical Hate when firing a critical mind attack: +0.00 (-3.00) Maximum hate: +0.00 (-2.00) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Glitterquench (0 def, 5 armour) (On head)] Falefang (0 def, 3 armour)Falefang (0 def, 3 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-2) Fatigue: +5% (+4%) Changes stats: +0(-3) Str Changes resistances: +6% lightning / +3% temporal / +10% light / +0%(-3%) mind / +5% arcane / +10% darkness Confusion immunity: +0% (-10%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Glitterquench (0 def, 5 armour) (On head)] stabilizing iron helm (0 def, 3 armour)stabilizing iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-2) Fatigue: +5% (+4%) Changes stats: +0(-3) Str Changes resistances: +0%(-3%) mind Physical save: +12 (+6 eff.) Confusion immunity: +0% (-10%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Summertide Phial (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +2 (-2) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)] bright brass lantern of healthbright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Maximum life: +40.00 Light radius: +5 (+1) Healing mod.: +0% (-10%) 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] Yvonne (dig speed 39 turns)Yvonne (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: -5% Changes stats: +3 Str / +0(-5) Lck Critical mult.: +6.00% Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)] iron pickaxe (dig speed 36 turns)iron pickaxe (dig speed 36 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)] iron pickaxe of endurance (dig speed 38 turns)iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: -4% Changes stats: +3 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck / +5 Wil Trap disarming bonus: +0 (-5) Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Prox's Lucky Halfling Foot (Tool)] hateful iron torque of charged psionic shield [power 25] (20 cooldown)hateful iron torque of charged psionic shield [power 25] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
[vs. Prox's Lucky Halfling Foot (Tool)] elm wand of clairvoyance [power 9] (6 cooldown)elm wand of clairvoyance [power 9] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to reveal the area around you, dispelling darkness (radius 9, power 30 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Prox's Lucky Halfling Foot (Tool)] supercharged elm wand of clairvoyance [power 9] (9 cooldown)supercharged elm wand of clairvoyance [power 9] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to reveal the area around you, dispelling darkness (radius 9, power 30 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Rancor the Troll Gladiator level 10
4th Dusk 122nd year of Ascendancy at 12:03 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rancor the Troll Gladiator level 10
18th Dusk 122nd year of Ascendancy at 08:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Rancor the Troll Gladiator level 5
79th Pyre 122nd year of Ascendancy at 12:30 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Rancor the Troll Gladiator level 12
33rd Dusk 122nd year of Ascendancy at 11:10 see stats
Log
Belobeth the lesser vampire leeches life from Rancor!
Belobeth the lesser vampire receives 12 healing from Rancor.
Belobeth the lesser vampire hits Rancor for 117 darkness damage.
Rancor shrugs off some effects!
Rancor is not stunned anymore.
Belobeth the lesser vampire leeches life from Rancor!
Rancor hits Belobeth the lesser vampire for 12 physical, 2 healing, 12 physical (23 total damage) [2 healing].
Belobeth the lesser vampire hits Rancor for 6 physical, 7 acid, 19 darkness, 4 physical, 5 acid, 19 darkness (59 total damage).
Talent Comeback is ready to use.
Talent Suffer is ready to use.
Talent Dig is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Block is ready to use.
Talent Rune: Phase Door is ready to use.
Talent Rush is ready to use.
Rancor uses Infusion: Regeneration.
Rancor starts regenerating health quickly.
Belobeth the lesser vampire leeches life from Rancor!
Belobeth the lesser vampire teleports some damage to Rancor!
Rancor hits Rancor for 12 teleported damage.
Rancor hits Belobeth the lesser vampire for 2 healing, 12 physical, (12 teleported), 0 physical (12 total damage) [2 healing].
Belobeth the lesser vampire hits Rancor for 7 physical, 7 acid, 19 darkness, 4 physical, 5 acid, 19 darkness (60 total damage).
Rancor casts Rune: Phase Door.
Rancor is out of phase.
Belobeth the lesser vampire casts Invoke Darkness.
Belobeth the lesser vampire's spell attains critical power!
Saving game...
