











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines 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: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 13 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Xeletha the yellow jelly at level 13 on the 26th Dusk 122nd year of Ascendancy at 16:53 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 30 (base 29) |
| Constitution | 14 (base 10) |
| Magic | 34 (base 21) |
| Willpower | 17 (base 10) |
| Cunning | 43 (base 28) |
Resources
| Life | -64/310 |
| Mana | 147/150 |
| Stamina | 142/146 |
| Healing Factor | 1.0372895330003 |
| Regeneration | 43.327583793424 |
Speed
| Mental | +3.6515750540664% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | +3.6515750540664% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 37.388749514228 |
| See Invisible | 45.388749514228 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 45 |
| Crit Chance | 14% |
| APR | 29 |
| Speed | 0.96 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 45 |
| Crit Chance | 18% |
| APR | 9 |
| Speed | 0.96 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 11% |
| Speed | 0.96477067471322 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Physical | +15% |
| Arcane | +10% |
| Fire | +5% |
| Cold | +3% |
Offense: Damage Penetration
| Mind | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 30 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 32 |
| Spell Save | 29 |
| Mental Save | 23 |
Defense: Resistances
| Cold | + 16%( 70%) |
| Acid | + 40%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 21%( 70%) |
| Blight | + 21%( 70%) |
| Physical | + 9%( 70%) |
| Fire | + 16%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| 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) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 208 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (104 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
Effects
| talent | Shadow Feed |
| talent | Phantasmal Shield |
| talent | Shadow Combat |
| beneficial effect | The target is enveloped in shadows gaining 23 spellpower and defense. Shadowguard |
| beneficial effect | The target is immune to all detrimental effects. Shadowguard Immunity |
| 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 41.52 life per turn. Regeneration |
| beneficial effect | Parrying melee and ranged attacks: Has a 9% chance to deflect up to 11 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 |
Equipment
| On feet | [vs. pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]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 (-) Stamina each turn: +0.30 (-) Maximum stamina: +12.00 (-) A pair of boots made of leather. |
| Light source | [vs. Yvybretta the brass lantern (Light source)]Yvybretta the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) (-) Changes damage: +15%(-) physical Mental save: +6 (+3 eff.) (-) Only die when reaching: -60.00 life (-) Light radius: +3 (-) See stealth: +6 (-) See invisible: +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. |
| On head | [vs. eldritch linen wizard hat of knowledge (1 def, 0 armour) (On head)]eldritch linen wizard hat of knowledge (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +3(-) Cun / +3(-) Wil Mana each turn: +0.80 (-) Mana when hit: +0.70 (-) Maximum mana: +43.00 (-) Spellpower: +5 (+1 eff.) (-) Mindpower: +3 (+1 eff.) (-) It can be used to activate talent Manaflow, placing all other charms into a 34 cooldown : Effective talent level: 2.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-) Changes stats: +2(-) Cun / +3(-) Wil Changes resistances: +10%(-) fire Changes damage: +5%(-) fire Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.57 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | [vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]ash wand of lightning storm [power 182] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. psionicist's copper ring of corrosion (+20%) (On fingers)]psionicist's copper ring of corrosion (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) acid Changes damage: +10%(-) acid Mental save: +6 (+3 eff.) (-) Rings make your fingers look great! |
| Around neck | [vs. Fanged Collar (Around neck)]Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10(-) Cun / -5(-) Wil Changes resistances: +15%(-) blight / +15%(-) darkness / +15%(-) acid Physical save: +15 (+8 eff.) (-) Spell save: +15 (+8 eff.) (-) Mental save: -7 (-3 eff.) (-) Maximum life: +20.00 (-) Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | [vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (-) Crit. chance: +0.0% (-) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% (-) When wielded/worn: Accuracy: +20 (+7 eff.) (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt 'Rimeviper' (Around waist)]hardened leather belt 'Rimeviper' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +3%(-) nature / +2%(-) physical Changes resistances penetration: +5%(-) mind Changes damage: +3%(-) cold Physical save: +6 (+3 eff.) (-) Spell save: +6 (+3 eff.) (-) Maximum life: +20.00 (-) Maximum hate: +8.00 (-) Mindpower: +5 (+2 eff.) (-) A belt that goes around your waist. |
| In off hand | [vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]Crystalline Iron dagger (108% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 It is part of a set of items. Power: 109% (-3%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Physical power: +12 (+5 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +10% arcane Spellpower: +12 (+4 eff.) It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Sharp, short and deadly. Transformed with the power of the Spellblaze. Tap to cycle through comparison choices |
| Cloak | [vs. Xeremina the linen cloak (1 def, 6 armour) (Cloak)]Xeremina the 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 (+0 eff.) (-) Changes stats: +1(-) Dex / +3(-) Mag / +1(-) Con Changes resistances: +10%(-) cold See invisible: +9 (-) 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. linen robe of protection (2 def, 2 armour) (Main armor)]linen robe of protection (2 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +2 (+1 eff.) (-) Changes resistances: +7%(-) all Physical save: +15 (+8 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 103; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 103 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
healing infusion of the titan (heal 68; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
blink rune of the duelist (range 5; phase 15; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 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%. Its effects scale with your Dexterity 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 spell talent. |
blink rune of the sneak (range 4; phase 15; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 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%. Its effects scale with your Cunning 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 spell talent. |
blink rune of the warrior (range 3; phase 14; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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 spell talent. |
[vs. Rune: Manasurge (on body)]manasurge rune of the psychic (regen 748% over 10 turns; mana 37; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17(+2) Travel Speed: instantaneous Usage Speed: Spell (96% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 748%(-72%) for 10(-) turns (95(-9) total) and instantly restoring 37(-4) mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your +Willpower 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 spell talent. |
shielding rune of the duelist (absorb 147; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 147 damage for 3 turns. Its effects scale with your Dexterity 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 spell talent. |
shielding rune of the psychic (absorb 101; dur 3; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 101 damage for 3 turns. Its effects scale with your Willpower 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 spell talent. |
shielding rune of the titan (absorb 92; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 92 damage for 3 turns. Its effects scale with your Constitution 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 spell talent. |
[vs. Fanged Collar (Around neck)]copper amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-10) Cun / +3(+8) Wil Changes resistances: +0%(-15%) blight / +0%(-15%) darkness / +0%(-15%) acid Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +0 (+0 eff.) (+7 (+3 eff.)) Maximum life: +0.00 (-20.00) Amulets make your neck look great! |
[vs. Fanged Collar (Around neck)]stabilizing copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex / +0(-10) Cun / +0(+5) Wil Changes resistances: +0%(-15%) blight / +11% temporal / +0%(-15%) darkness / +0%(-15%) acid Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +0 (+0 eff.) (-15 (-8 eff.)) Mental save: +0 (+0 eff.) (+7 (+3 eff.)) Pinning immunity: +20% Knockback immunity: +21% Maximum life: +0.00 (-20.00) Amulets make your neck look great! |
[vs. psionicist's copper ring of corrosion (+20%) (On fingers)]This item will automatically be transmogrified when you leave the level. steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) acid Changes damage: +0%(-10%) acid Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Rings make your fingers look great! |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand)]Kor's Fall (100% power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-11%) Range: 1.2x (-0.1x) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 (-25) Crit. chance: +1.5% (+1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+3 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 154.52 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (309). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. potent yew magestaff of might (124% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 124% (+13%) Range: 1.2x (-0.1x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-21) Crit. chance: +3.5% (+3.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes damage: +22% cold Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand)]Bill's Tree Trunk (136% 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. Power: 137% (+25%) Range: 1.7x (+0.4x) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (-18) Crit. chance: +1.5% (+1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) It can be used to activate talent Shattering Blow (costing 17 power out of 20/20) : Effective talent level: 2.0 Power cost: 17 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 36% 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! |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. caustic steel greatmaul (133% power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% (+22%) Range: 1.5x (+0.2x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-23) Crit. chance: +1.0% (+1.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage (radius 2) on crit: +13 acid / +19 nature When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Armour penetration: +7 Changes resistances penetration: +13% acid / +10% nature Massive two-handed mauls. |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. chilling steel mace of massacre (117% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 117% (+6%) Range: 1.4x (+0.1x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-22) Crit. chance: +1.0% (+1.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage (Melee): +7 cold When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Blunt and deadly. |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]flaming iron dagger of massacre (112% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% (+1%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]flaming iron dagger of paradox (97% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% (-14%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) Damage (Melee): +6 temporal Damage (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes resistances: +7% temporal Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]iron dagger (100% power, 5 apr) Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% (-11%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]iron dagger of massacre (114% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 114% (+3%) Range: 1.3x (+0.0x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-20) Crit. chance: +4.0% (+4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. vined mindstar of balance (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% (-26%) Range: 1.1x (-0.2x) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-7) Crit. chance: +3.0% (+3.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-50%) When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Talent granted: +1 Attune Mindstar Physical save: +2 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +2 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Unerring Scalpel (111% power, 25 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. cured leather sling of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-25) Crit. chance: +0.0% (-) Attack speed: 100% (-) Firing range: +7 Damage Shield penetration (this weapon only): +0% (-50%) Damage (Ranged): +7 acid When wielded/worn: Accuracy: +0 (+0 eff.) (-20 (-7 eff.)) Changes damage: +8% acid Slings are used to hurl stones or metal shots at your foes. |
[vs. Crystalline Iron dagger (108% power, 5 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. steel shield 'Duathelbreeze' (0 def, 4 armour, 40 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: inf% (inf%) Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-6 eff.)) Armour: +4 Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +2 Mag / +1(-2) Wil / +0(-3) Con Changes resistances: +13% mind Changes damage: +12% darkness / +0%(-10%) arcane Talent granted: +1 Block Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) See invisible: +12 Handheld deflection devices. |
[vs. linen robe of protection (2 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Changes resistances: +9%(+2%) all Physical save: +0 (+0 eff.) (-15 (-8 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. linen robe of protection (2 def, 2 armour) (Main armor)]rough leather armour (3 def, 2 armour) Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (+1 (+1 eff.)) Fatigue: +6% Changes resistances: +0%(-7%) all Physical save: +0 (+0 eff.) (-15 (-8 eff.)) A suit of armour made of leather. |
[vs. linen robe of protection (2 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour of stability (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (+14) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +22% Changes resistances: +0%(-7%) all / +5% physical Physical save: +11 (+6 eff.) (-4 (-2 eff.)) A suit of armour made of metal plates. |
[vs. linen robe of protection (2 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+7) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +22% Changes resistances: +10% darkness / +12% light / +0%(-7%) all Physical save: +0 (+0 eff.) (-15 (-8 eff.)) A suit of armour made of metal plates. |
[vs. linen robe of protection (2 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour of delving (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+7) Defense: +0 (+0 eff.) (-2 (-1 eff.)) Fatigue: +22% Changes stats: +5 Str Changes resistances: +6% physical / +11% darkness / +0%(-7%) all Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
[vs. hardened leather belt 'Rimeviper' (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes resistances: +0%(-3%) nature / +0%(-2%) physical Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) cold Maximum encumbrance: +70 Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Knockback immunity: +40% Maximum life: +40.00 (+20.00) Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. hardened leather belt 'Rimeviper' (Around waist)]insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +0%(-2%) physical / +6% cold / +0%(-3%) nature / +5% fire Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-20.00) Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A belt that goes around your waist. |
[vs. hardened leather belt 'Rimeviper' (Around waist)]rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +0%(-3%) nature / +0%(-2%) physical Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-20.00) Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A belt that goes around your waist. |
[vs. hardened leather belt 'Rimeviper' (Around waist)]rough leather belt of resilience Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +0%(-3%) nature / +0%(-2%) physical Changes resistances penetration: +0%(-5%) mind Changes damage: +0%(-3%) cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +31.00 (+11.00) Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) A belt that goes around your waist. |
[vs. Flamewrought (0 def, 2 armour) (On hands)]naturalist's rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 5 nature Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +5% nature / +0%(-10%) fire Changes damage: +4% nature / +0%(-5%) fire Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. eldritch linen wizard hat of knowledge (1 def, 0 armour) (On head)]grounding linen wizard hat of corrosion (+6%) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +6% lightning / +5% temporal / +16% acid Changes damage: +11% acid Mana each turn: +0.00 (-0.80) Mana when hit: +0.00 (-0.70) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) A pointy cloth hat, very wizardly... |
[vs. eldritch linen wizard hat of knowledge (1 def, 0 armour) (On head)]miner's rough leather cap of constitution (+3) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Changes stats: +0(-3) Wil / +0(-3) Cun / +3 Con Mana each turn: +0.00 (-0.80) Mana when hit: +0.00 (-0.70) Maximum mana: +0.00 (-43.00) Spellpower: +0 (+0 eff.) (-5 (-1 eff.)) Mindpower: +0 (+0 eff.) (-3 (-1 eff.)) Infravision radius: +1 A cap made of leather. |
3 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. |
3 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. |
7 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
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. |
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. |
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. |
[vs. Yvybretta the brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Changes damage: +0%(-15%) physical Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+60.00 life) Light radius: +3 (-) See stealth: +0 (-6) See invisible: +0 (-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. |
[vs. Yvybretta the brass lantern (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light / +0%(-15%) physical Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+60.00 life) Light radius: +5 (+2) See stealth: +0 (-6) See invisible: +0 (-5) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 8 power out of 9/9) : Effective talent level: 2.0 Power cost: 8 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 141.79 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]iron torque of gale force [power 105] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 121 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]elm wand of shielding [power 116] (17 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]Breguyagar the yew wand of conjuration [power 210] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +5% arcane / +1% physical Maximum wards: +4 acid / +3 cold / +4 mind / +3 fire Changes resistances penetration: +5% acid Talent granted: +1 Ward Cut immunity: +20% Only die when reaching: -20.00 life It can be used to fire a magical bolt dealing 220 fire damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. ash wand of lightning storm [power 182] (13 cooldown) (Tool)]Floesteel the yew wand of lightning storm [power 266] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 2 cold Changes stats: +4 Con Changes resistances: +3% darkness Changes resistances penetration: +5% cold Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 53 lightning damage and will be dazed for 1 turn (266 total damage) Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Tawny Owl is knocked back!
Xeletha the yellow jelly hits Tawny Owl for 52 lightning damage.
Talent Stealth is ready to use.
Tawny Owl performs a melee critical strike against Blue ooze!
Tawny Owl hits Blue ooze for 48 physical, 28 darkness, 43 arcane, 28 darkness (147 total damage).
Tawny Owl killed Blue ooze!
Tawny Owl speeds up.
Tawny Owl picks up (B.): prismatic steel plate armour (0 def, 9 armour).
You pickup 0.75 gold pieces.
Xeletha the yellow jelly's Beyond the Flesh hits Tawny Owl for 40 lightning, 5 lightning (45 total damage).
Xeletha the yellow jelly uses Telekinetic Smash.
Tawny Owl's fades into the shadows.
Xeletha the yellow jelly hits Tawny Owl for 23 lightning, 49 lightning, 5 lightning (78 total damage).
Tawny Owl performs a melee critical strike against Xeletha the yellow jelly!
Tawny Owl hits Xeletha the yellow jelly for 44 physical, 22 darkness, 44 arcane, 22 darkness (132 total damage).
Xeletha the yellow jelly's Beyond the Flesh performs a melee critical strike against Tawny Owl!
Xeletha the yellow jelly's Beyond the Flesh hits Tawny Owl for 59 lightning, 5 lightning (65 total damage).
Xeletha the yellow jelly uses Kinetic Leech.
Tawny Owl shrugs off the effect 'Slow'!
Tawny Owl uses Infusion: Regeneration.
Tawny Owl starts regenerating health quickly.
Xeletha the yellow jelly's Beyond the Flesh hits Tawny Owl for 35 lightning, (5 ignored), 0 lightning (35 total damage).
Xeletha the yellow jelly uses Charged Strike.
Xeletha the yellow jelly performs a melee critical strike against Tawny Owl!













































































































