Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. 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:
Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.4.8Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 26 / 88% |
| Size | big |
| Lifes / Deaths | Killed by Elassra the elven guard at level 26 on the 26th Haze 123rd year of Ascendancy at 06:09 / 1 |
Primary Stats
| Strength | 31 (base 12) |
| Dexterity | 13 (base 12) |
| Constitution | 9.547754351319 (base 12) |
| Magic | 68 (base 57) |
| Willpower | 24 (base 12) |
| Cunning | 65 (base 48) |
Resources
| Mana | 81/222 |
| Psi | 94/94 |
| Paradox | 341 |
| Life | -506/798 |
| Positive | 0/105 |
| Stamina | 170/170 |
| Equilibrium | 40 |
| Healing Factor | 1.33 |
| Regeneration | 185.43786149746 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | dragon, humanoid/orc |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 42 |
| Crit Chance | 52% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 42 |
| Crit Chance | 52% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| All | +10% |
Defense: Base
| Armour (hardiness) | 24.840530473452 (30%) |
| Defense | 40 |
| Ranged Defense | 48 |
| Fatigue | 19 |
| Physical Save | 36 |
| Spell Save | 52 |
| Mental Save | 35 |
Defense: Resistances
| All | -10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 40% |
| Knockback Resistance | 50% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 576 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 548 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Chant of Fortitude |
| talent | Thermal Shield |
| talent | Arcane Shield |
| talent | Weapon Folding |
| talent | Elemental Harmony |
| talent | Defensive Posture |
| talent | Kinetic Shield |
| talent | Shielding |
| talent | Arcane Feed |
| beneficial effect | A flow of life spins around the target, regenerating 109.68 life per turn. Regeneration |
| beneficial effect | The target is out of phase with reality, increasing defense by 12, resist all by 10%, and reducing the duration of detrimental timed effects by 12%. Out of Phase |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 47 each turn. Temporal Restoration Field |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| detrimental effect | The target is infected by a disease, reducing its constitution by 24 and doing 39.06 blight damage per turn. Rotting Disease |
| beneficial effect | Do not try to resist it! Ogric Wrath |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 13% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is regaining 19 life per turn and refreshing talents at twice the normal rate. Invigorate |
| beneficial effect | The target purifies all diseases and poisons, turning them into healing effects. Waters of Life |
| detrimental effect | The target has been splashed with acid, taking 9.80 acid damage per turn, reducing armour by 10 and attack by 10. Acid Splash |
| detrimental effect | Huge cut that bleeds, doing 71.88 physical damage per turn. Bleeding |
| beneficial effect | Increases life regen by 7.00. Elemental Harmony |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved talent Staff Mastery (+1 level(s)). | 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 talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 100. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed sandworm tooth. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. * You've found the needed vial of greater demon bile. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 within5 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
| Psionic focus | Earudin the hardened leather sling =PHYS= Earudin the hardened leather sling =PHYS=Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to cause random gloom When wielded/worn: Ammo reloads per turn: +1 Changes stats: +3 Mag Changes resistances: +6% mind Changes resistances penetration: +32% physical / +12% temporal Changes damage: +8% temporal / +9% mind / +21% physical Talent mastery: +0.10 Chronomancy / Bow Threading Damage Shield penetration: +39% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
| On hands | Snow Giant Wraps (0 def, 2 armour) =SET= Snow Giant Wraps (0 def, 2 armour) =SET=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 181.06 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Light source | Baryfast the brass lantern Baryfast the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +2 Wil Grants telepathy: Dragon Maximum life: +43.00 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour) =SET= Steel Helm of Garkul (0 def, 6 armour) =SET=Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On feet | pair of hardened leather boots 'Lustrespiker' (8 def, 3 armour) pair of hardened leather boots 'Lustrespiker' (8 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +8 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +3% Changes stats: +3 Cun / +2 Dex Changes damage: +3% light Reduces incoming crit damage: 10.00% Blindness immunity: +10% Pinning immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn 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 | Poramitha the stralite ring Poramitha the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +1 Mag / +4 Wil Changes resistances penetration: +5% blight Changes damage: +9% blight Silence immunity: +44% Mana each turn: +0.30 Rings can have magical properties. |
| On fingers | Scumraze ScumrazePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 14 bleed Changes stats: +7 Str / +4 Mag / +9 Cun / +6 Con Changes resistances: +6% nature / +6% acid Changes resistances penetration: +15% nature / +5% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +10 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 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 | Chargewreath (20-24 power, 4 apr, physical element) Chargewreath (20-24 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +16.0% Physical power: +8 (+2 eff.) Changes stats: +6 Con Changes resistances: +3% acid / +6% lightning Changes resistances penetration: +10% lightning Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +23.00% Life regen: +0.80 Spellpower: +21 (+6 eff.) Spell crit. chance: +6% Healing mod.: +14% Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Gilemas the hardened leather belt Gilemas the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +5 Con Mental save: +7 (+4 eff.) Life regen: +0.20 Only die when reaching: -60.00 life Mindpower: +7 (+3 eff.) A belt that goes around your waist. |
| In off hand | magewarrior's short yew starstaff of illumination (20-24 power, 4 apr, physical element) magewarrior's short yew starstaff of illumination (20-24 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +7.0% Physical power: +6 (+1 eff.) Defense: +6 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 83.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour) spellcowled linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +10% darkness / +10% temporal Spell save: +6 (+2 eff.) Maximum mana: +42.00 Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gilegahad (20 def, 8 armour) =SET= Gilegahad (20 def, 8 armour) =SET=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Changes stats: +2 Cun / +2 Wil Changes resistances: +48% lightning / +26% cold Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Life regen: +2.60 Hate when firing a critical mind attack: +1.00 Maximum life: +87.00 Healing mod.: +19% A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 129) healing infusion of the warrior (heal 129)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 129 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 249) healing infusion of the wizard (heal 249)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+8 for 12 turns, die at -587) heroism infusion of the duelist (+8 for 12 turns, die at -587)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -587 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. 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. |
regeneration infusion of the sneak (heal 457 over 5 turns) regeneration infusion of the sneak (heal 457 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 457 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 426 over 5 turns) regeneration infusion of the sneak (heal 426 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 129 over 5 turns) regeneration infusion of the titan (heal 129 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 129 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 248 over 5 turns) regeneration infusion of the warrior (heal 248 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 408 over 5 turns) regeneration infusion of the wizard (heal 408 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 23%; cure physical) wild infusion of the sneak (resist 23%; cure physical)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 18%; cure magical) wild infusion of the titan (resist 18%; cure magical)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 31%; cure mental) wild infusion of the wizard (resist 31%; cure mental)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 182 for 6 turns) shielding rune of the warrior (absorb 182 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 182 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 386 for 4 turns) shielding rune of the wizard (absorb 386 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 386 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet of cunning (+3) clarifying copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
clarifying stralite amulet of mastery (0.28 Technique / Unarmed discipline) clarifying stralite amulet of mastery (0.28 Technique / Unarmed discipline)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% mind Talent mastery: +0.28 Technique / Unarmed discipline Confusion immunity: +26% Amulets can have magical properties. |
serendipitous gold amulet of dexterity (+7) serendipitous gold amulet of dexterity (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+3 eff.) Changes stats: +7 Lck / +2 Dex Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
starlit steel amulet of strength (+5) =STR= starlit steel amulet of strength (+5) =STR=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str Changes resistances: +16% light / +15% darkness Blindness immunity: +24% Amulets can have magical properties. |
Breezetickler BreezeticklerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 acid Changes resistances: +3% nature Changes damage: +9% nature Stun/Freeze immunity: +29% Life regen: +1.90 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 22 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Spiderstreak =STUN/SILENCE= Spiderstreak =STUN/SILENCE=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes resistances: +6% fire Changes damage: +3% nature Silence immunity: +25% Stun/Freeze immunity: +20% Life regen: +0.80 Mana each turn: +0.10 Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
conjurer's steel ring conjurer's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil / +5 Mag Spellpower: +7 (+2 eff.) Rings can have magical properties. |
mule's copper ring of clarity =CONF= mule's copper ring of clarity =CONF=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
wizard's copper ring of time (+11%) wizard's copper ring of time (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +11% temporal Changes damage: +11% temporal Spell save: +4 (+1 eff.) Rings can have magical properties. |
wizard's gold ring of tenacity wizard's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+4 eff.) Disarm immunity: +22% Pinning immunity: +27% Knockback immunity: +20% Maximum life: +29.00 Rings can have magical properties. |
wizard's steel ring of misery wizard's steel ring of miseryPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 11 bleed Effects on ranged hit: * 10% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +2 Cun / +3 Mag Spell save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Relgybers the Singequeller =STR= Relgybers the Singequeller =STR=Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 6% chance to daze Damage (Ranged): +8 fire When wielded/worn: Changes stats: +2 Str / +1 Dex / +1 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances penetration: +6% lightning / +8% physical Changes damage: +10% fire / +10% physical Mana each turn: +0.04 Spell crit. chance: +3% Slings are used to hurl stones or metal shots at your foes. |
infernal yew starstaff of wizardry (20-24 power, 4 apr, physical element) infernal yew starstaff of wizardry (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes stats: +2 Wil / +2 Mag Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +17.00% Maximum mana: +34.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +3% See invisible: +5 Staves designed for wielders of magic, by the greats of the art. |
magelord's yew starstaff of wizardry (20-24 power, 4 apr, physical element) magelord's yew starstaff of wizardry (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 17 arcane Changes stats: +3 Wil / +3 Mag Changes damage: +20% physical Talent granted: +1 Command Staff Maximum mana: +77.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. Phoenixcrack (31.5-44.1 power, 5 apr)Phoenixcrack (31.5-44.1 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 mind Burst (radius 1) on hit: +4 arcane / +8 fire When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +10% fire Changes damage: +15% arcane 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. One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused 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. |
Urynik the linen cloak (1 def, 0 armour) =STR= Urynik the linen cloak (1 def, 0 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Psi when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Adogada' (1 def, 0 armour) =SET= linen cloak 'Adogada' (1 def, 0 armour) =SET=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Cun / +1 Con Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+6 eff.) Life regen: +0.20 Mindpower: +12 (+5 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
stormwoven silk robe of life (3 def, 0 armour) =STR= stormwoven silk robe of life (3 def, 0 armour) =STR=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Str / +5 Mag / +5 Wil Changes resistances: +7% lightning / +10% cold / +9% blight Changes damage: +9% lightning / +9% physical / +11% cold Life regen: +2.80 Maximum life: +72.00 Healing mod.: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Glintraze the pair of hardened leather boots (0 def, 3 armour)Glintraze the pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 acid Changes stats: +4 Wil / +4 Mag Changes resistances penetration: +5% light Changes damage: +18% acid It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Lisedhelaith' (0 def, 3 armour) pair of hardened leather boots 'Lisedhelaith' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun / +1 Con Physical save: +33 (+12 eff.) Mental save: +13 (+6 eff.) Cut immunity: +15% Teleport immunity: +10% A pair of boots made of leather. |
pair of hardened leather boots of evasion (14 def, 3 armour) pair of hardened leather boots of evasion (14 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +14 (+5 eff.) Fatigue: +3% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 19 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
rough leather gloves of strength (+3) (0 def, 1 armour) =STR= rough leather gloves of strength (+3) (0 def, 1 armour) =STR=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayinor the hardened leather cap (0 def, 3 armour) =CONF= Mayinor the hardened leather cap (0 def, 3 armour) =CONF=Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +2 Wil Physical save: +27 (+10 eff.) Confusion immunity: +30% Stun/Freeze immunity: +5% Mindpower: +4 (+2 eff.) A cap made of leather. |
Tulista the hardened leather cap (0 def, 3 armour) =STR= Tulista the hardened leather cap (0 def, 3 armour) =STR=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 mind Changes stats: +1 Cun / +7 Str Maximum psi: +10.00 Mental crit. chance: +2% A cap made of leather. |
iron helm of the depths (0 def, 3 armour) =WATER= iron helm of the depths (0 def, 3 armour) =WATER=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. rejuvenating stralite mail armour of the deep (4 def, 9 armour)rejuvenating stralite mail armour of the deep (4 def, 9 armour) Requires: - Strength 38 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +16% Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Life regen: +5.00 Stamina each turn: +0.80 A suit of armour made of mail. |
2 agate 2 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. |
234 alchemist agate 234 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of endurance (dig speed 31 turns) =STR= dwarven-steel pickaxe of endurance (dig speed 31 turns) =STR=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +5 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 137.65 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 137.65 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern 'Moldward' brass lantern 'Moldward'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% nature / +6% acid Light radius: +5 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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
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. |
Emilrarille [power 321] (10 cooldown) Emilrarille [power 321] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour * 20% chance to gain 10% of a turn Changes resistances: +3% acid Changes resistances penetration: +10% acid Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +2 Telekinetic Blast +2 Silence It can be used to fire a blast of psionic energies in a range 7 beam dealing 176.55 to 353.10 mind damage, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown) dwarven-steel torque of kinetic psionic shield [power 75] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 75 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Amon the Ogre Adventurer level 20
47th Pyre 123rd year of Ascendancy at 21:51 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Amon the Ogre Adventurer level 6
16th Dusk 122nd year of Ascendancy at 09:26 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Amon the Ogre Adventurer level 23
15th Haze 123rd year of Ascendancy at 10:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Amon the Ogre Adventurer level 22
47th Dusk 123rd year of Ascendancy at 00:49 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Amon the Ogre Adventurer level 26
24th Haze 123rd year of Ascendancy at 00:46 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Amon the Ogre Adventurer level 20
47th Pyre 123rd year of Ascendancy at 14:30 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Amon the Ogre Adventurer level 10
54th Dusk 122nd year of Ascendancy at 05:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Amon the Ogre Adventurer level 20
27th Regrowth 123rd year of Ascendancy at 00:44 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Amon the Ogre Adventurer level 16
59th Haze 122nd year of Ascendancy at 14:08 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Amon the Ogre Adventurer level 17
1st Regrowth 123rd year of Ascendancy at 00:32 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Amon the Ogre Adventurer level 8
53rd Dusk 122nd year of Ascendancy at 10:43 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Amon the Ogre Adventurer level 13
8th Haze 122nd year of Ascendancy at 21:34 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Amon the Ogre Adventurer level 20
47th Pyre 123rd year of Ascendancy at 21:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Amon the Ogre Adventurer level 8
42nd Dusk 122nd year of Ascendancy at 10:01 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Amon the Ogre Adventurer level 24
16th Haze 123rd year of Ascendancy at 20:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Amon the Ogre Adventurer level 24
16th Haze 123rd year of Ascendancy at 18:23 see stats
Log
Amon casts Invigorate.
Amon is invigorated.
Amon casts Pulverizing Auger.
You feel the edges of spacetime begin to ripple and bend!
Amon damages himself through Martyrdom!
Amon hits Something for 41 blight, 20 healing, , 12 lightning, , 4 mind, 4 physical, , 21 temporal, 298 physical, 22 blight, 11 healing, 12 lightning, , 8 mind, 4 physical, , 21 temporal (446 total damage) [31 healing].
Something hits Amon for 6 blight, 1 lightning, 1 mind, (0 to psi shield), 0 physical, (1 to psi shield), 2 temporal, (9 to psi shield), 35 physical, 3 blight, 1 lightning, 1 mind, (0 to psi shield), 0 physical, (1 to psi shield), 2 temporal (52 total damage).
Something performs a melee critical strike against Amon!
Something misses Amon.
Amon damages himself through Martyrdom!
Amon hits Something for 9 light damage.
Something hits Amon for (1 to psi shield), 6 physical, (0 to psi shield), 1 light (7 total damage).
Amon is afflicted by a rotting disease!
Amon resists the mind attack!
Amon damages himself through Martyrdom!
Amon hits Something for 5 physical, 8 light, 8 light (20 total damage).
Something hits Amon for (0 to psi shield), 1 physical, (26 to psi shield), 103 physical, (1 to psi shield), 5 temporal, , 6 mind, (3 to psi shield), 12 nature, (0 to psi shield), 1 light, (21 to psi shield), 83 physical, (2 to psi shield), 9 acid, (0 to psi shield), 1 light (219 total damage).
Acid Splash from Elassra the elven guard hits Amon for (2 to psi shield), 6 acid (6 total damage).
Rotting Disease from Elassra the elven guard hits Amon for 35 blight damage.
Amon receives 62 healing from Temporal Restoration Field.
Amon uses Waters of Life.
Amon receives 12 healing.
Amon uses Infusion: Regeneration.
Amon starts regenerating health quickly.
Amon resists the mind attack!
Something performs a melee critical strike against Amon!
Amon starts to bleed.
Something performs a melee critical strike against Amon!
Saving game...
