









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official 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:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Embers of Rage 1.7.4Official 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official 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 | Insane Semi-Roguelike (sweet&sour) |
| Sex | Male |
| Race | Drem |
| Class | Paradox Mage |
| Level / Exp | 19 / 2% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 26 (base 23) |
| Constitution | 19 (base 16) |
| Magic | 50 (base 33) |
| Willpower | 14 (base 15) |
| Cunning | 25 (base 23) |
Resources
| Life | 512/512 |
| Paradox | 195 |
| Healing Factor | 1.2791723257555 |
| Regeneration | 2.8781377329499 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15.000000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 11 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 20 |
| Crit Chance | 12% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +16% |
| Physical | +36% |
| Cold | +22% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +5% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 33.016737632304 (51.69962066283%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 25 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 35%( 70%) |
| Cold | + 24%( 70%) |
| Lightning | + 15%( 70%) |
| Mind | + 19%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Bleed Resistance | 15% |
| Confusion Resistance | 48% |
| Stun Resistance | 35% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 63% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 298 damage for 6 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 39 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 Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 111 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Timetravel | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Timeline Threading | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Matter | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Matter Weaving |
| talent | Gravity Locus |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * You've found the needed xorn fragment. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Lightningwisp the pair of iron boots (0 def, 3 armour) (On feet)]Lightningwisp the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+2 eff.) (-) Armour: +3 (-) Fatigue: +2% (-) Changes stats: +2(-) Con Changes damage: +6%(-) lightning / +9%(-) physical Stamina each turn: +2.00 (-) Only die when reaching: -80.00 life (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +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.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Glulle the iron helm (0 def, 3 armour) (On head)]Glulle the iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Physical power: +15 (+7 eff.) (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +2(-) Cun / +2(-) Dex Changes damage: +12%(-) physical Physical save: +3 (+3 eff.) (-) Maximum stamina: +20.00 (-) Mental crit. chance: +1% (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. iron torque of mindblast 'Poreldann' [power 105] (15 cooldown) (Tool)]iron torque of mindblast 'Poreldann' [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour: +2 (-) Changes resistances: +3%(-) acid Physical save: +3 (+3 eff.) (-) Stun/Freeze immunity: +20% (-) Teleport immunity: +20% (-) See invisible: +6 (-) It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. mule's copper ring of tenacity (On fingers, 1 of 2)]mule's copper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% (-) Maximum encumbrance: +21 (-) Disarm immunity: +20% (-) Pinning immunity: +20% (-) Knockback immunity: +23% (-) Maximum life: +20.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. mule's copper ring of tenacity (On fingers, 1 of 2)]wizard's steel ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+3 eff.) Fatigue: +0% (+5%) Changes stats: +3 Mag Maximum encumbrance: +0 (-21) Spell save: +6 (+3 eff.) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Spellpower: +6 (+2 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Mighty Girdle (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% (-) Maximum encumbrance: +70 (-) Knockback immunity: +40% (-) Maximum life: +40.00 (-) 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. |
| In main hand | [vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]ash magestaff 'Starstreak' (111% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +7 (-) Defense: +11 (+4 eff.) (-) Damage (Melee): 21(-) fire Changes resistances: +6%(-) lightning Maximum wards: +3(-) physical Changes damage: +6%(-) light / +15%(-) physical Talents granted: +2.00(-) Ward +1.00(-) Command Staff Critical mult.: +18.00% (-) Life regen: +2.00 (-) Spellpower on spell critical (stacks up to 3 times): +3 (-) Spellpower: +9 (+3 eff.) (-) Spell crit. chance: +2% (-) See invisible: +5 (-) Healing mod.: +10% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. Bolthacker (0 def, 2 armour) (On hands)]Bolthacker (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Changes stats: +3(-) Str / +2(-) Mag Changes resistances: +3%(-) lightning Changes damage: +6%(-) lightning Spell save: +3 (+1 eff.) (-) Vim when firing critical spell: +1.00 (-) Spellpower: +20 (+7 eff.) (-) When used to modify unarmed attacks: Power: 127% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 83% (-) Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+4 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +7%(-) all / +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.30(-) Spell / Glacial waste +0.30(-) Spell / Rime wraith +0.30(-) Spell / Water +0.30(-) Spell / Frost alchemy +0.30(-) Spell / Grave +0.30(-) Spell / Ice Spellpower: +5 (+2 eff.) (-) Movement speed: +15% (-) Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | [vs. Glimmerbringer (1 def, 0 armour) (Cloak)]Glimmerbringer (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes resistances penetration: +5%(-) light Mental save: +6 (+3 eff.) (-) Maximum life: +32.00 (-) Maximum hate: +8.00 (-) Mental crit. chance: +1% (-) Light radius: +2 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Zubydhevena the Frostknight (Around neck)]Zubydhevena the Frostknight Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 35% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Changes resistances: +13%(-) mind / +3%(-) cold Changes resistances penetration: +5%(-) acid Changes damage: +12%(-) cold Confusion immunity: +28% (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 472%; cd 9)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
movement infusion of the titan (speed 530%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion of the duelist (heal 178; 12 cd)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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 178 life over 5 turns. 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. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
biting gale rune of the duelist (damage 106; dur 4; 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 direct a cone of chilling stormwind doing 106.38 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the titan (absorb 40; cd 14)] (on body)]shatter afflictions rune of the warrior (absorb 44; cd 13) 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: 13(-1) 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 44(+5) 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 -Constitution, +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. Zubydhevena the Frostknight (Around neck)]copper amulet of magic (+2) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Changes stats: +2 Mag Changes resistances: +0%(-13%) mind / +0%(-3%) cold Changes resistances penetration: +0%(-5%) acid Changes damage: +0%(-12%) cold Confusion immunity: +0% (-28%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Amulets make your neck look great! |
[vs. mule's copper ring of tenacity (On fingers, 1 of 2)]rogue's copper ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +0% (+5%) Changes stats: +3 Cun Maximum encumbrance: +0 (-21) Mental save: +6 (+3 eff.) Disarm immunity: +0% (-20%) Confusion immunity: +20% Pinning immunity: +0% (-20%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-20.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]Koryhell the elm starstaff (100% power, 2 apr, physical element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-11%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Damage (Melee): 0(-21) fire Changes stats: +1 Con Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +10%(-5%) physical / +3% mind / +0%(-6%) light Talents granted: +0(+-2) Ward +1.00(-) Command Staff Critical mult.: +10.00% (-8.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Only die when reaching: -60.00 life Spellpower: +3 (+1 eff.) (-6 (-2 eff.)) Spell crit. chance: +7% (+5%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]Xyna the Galebiter (111% power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-7) Defense: +6 (+2 eff.) (-5 (-2 eff.)) Damage (Melee): 0(-21) fire Changes stats: +8 Con Changes resistances: +9%(+3%) lightning Maximum wards: +0(-3) physical Changes damage: +6% lightning / +15% fire / +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +1.00(-) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +1.40 (-0.60) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +13 (+4 eff.) (+4 (+1 eff.)) Spell crit. chance: +2% (-) Light radius: +3 See invisible: +0 (-5) Healing mod.: +24% (+14%) 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 and deals 88.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. cruel ash magestaff of illumination (111% power, 3 apr, cold element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-7) Defense: +5 (+2 eff.) (-6 (-2 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +15% cold / +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +1.00(-) Command Staff Critical mult.: +10.00% (-8.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +6 (+2 eff.) (-3 (-1 eff.)) Spell crit. chance: +9% (+7%) Light radius: +2 See invisible: +0 (-5) Healing mod.: +0% (-10%) 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 and deals 88.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of illumination (111% power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-7) Defense: +7 (+3 eff.) (-4 (-1 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-15%) physical / +15% darkness / +0%(-6%) light Talents granted: +0(+-2) Ward +1.00(-) Command Staff Critical mult.: +11.00% (-7.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +6 (+2 eff.) (-3 (-1 eff.)) Spell crit. chance: +9% (+7%) Light radius: +2 See invisible: +0 (-5) Healing mod.: +0% (-10%) 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 and deals 88.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]short yew starstaff of illumination (120% power, 4 apr, darkness element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 121% (+9%) Range: 1.2x (+0.0x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 (+1) Crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Armour: +0 (-7) Defense: +7 (+3 eff.) (-4 (-1 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-15%) physical / +20% darkness / +0%(-6%) light Talents granted: +0(+-2) Ward +1.00(-) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +9 (+3 eff.) (-) Spell crit. chance: +3% (+1%) Light radius: +2 See invisible: +0 (-5) Healing mod.: +0% (-10%) 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 and deals 88.17 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. steel battleaxe of crippling (125% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% (+14%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Armour: +0 (-7) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +0(+-1) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Massive two-handed battleaxes. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced iron greatsword of dampening (112% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 112% (+1%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-2) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +9 (+5 eff.) Armour: +0 (-7) Defense: +9 (+3 eff.) (-2 (-1 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +12% acid / +12%(+6%) lightning / +13% cold / +10% fire / +5% all Maximum wards: +0(-3) physical Changes damage: +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +0(+-1) Command Staff Critical mult.: +0.00% (-18.00%) Spell save: +7 (+4 eff.) Disarm immunity: +29% Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Massive two-handed swords. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing steel longsword (108% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 108% (-3%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 86 damage When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +0(+-1) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Sharp, long, and deadly. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic steel mace of vileness (112% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 112% (+1%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 25 On weapon crit: + Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Damage (Melee): +5 blight When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +0(+-1) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Blunt and deadly. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. ash longbow Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +0(+-1) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Longbows are used to shoot arrows at your foes. |
[vs. ash magestaff 'Starstreak' (111% power, 3 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. cured leather sling Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-) Firing range: +7 When wielded/worn: Armour: +0 (-7) Defense: +0 (+0 eff.) (-11 (-4 eff.)) Damage (Melee): 0(-21) fire Changes resistances: +0%(-6%) lightning Maximum wards: +0(-3) physical Changes damage: +0%(-6%) light / +0%(-15%) physical Talents granted: +0(+-2) Ward +0(+-1) Command Staff Critical mult.: +0.00% (-18.00%) Life regen: +0.00 (-2.00) Spellpower on spell critical (stacks up to 3 times): +0 (-3) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-2%) See invisible: +0 (-5) Healing mod.: +0% (-10%) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Ivebeth the pouch of steel shots (17/17, 134% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 134% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +11.5% Capacity: 17 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to knock the target back 3 spaces and deal 84 physical damage On weapon crit: * Wound the target dealing 141 physical damage across 5 turns and reducing healing by 50% Travel speed: +100% Damage (Ranged): +5 blight / +5 physical When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]Myrim (10 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) (-2 (-1 eff.)) Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold / +6% temporal / +15% nature / +7%(-) all Changes resistances penetration: +0%(-8%) cold Changes damage: +10% nature / +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Mental save: +6 (+3 eff.) Only die when reaching: -60.00 life Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) (-7 (-2 eff.)) Fatigue: +3% Damage when hit (Melee): 0(-10) cold Changes stats: +2 Dex Changes resistances: +0%(-15%) cold / +15% physical / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 78.01 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cleansing cured leather armour (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) (-6 (-2 eff.)) Fatigue: +7% Damage when hit (Melee): 0(-10) cold Changes resistances: +12% blight / +0%(-15%) cold / +12% nature / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. hardened leather armour 'Cleansecut' (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +3.0% Armour: +6 Defense: +9 (+3 eff.) (-3 (-1 eff.)) Fatigue: +8% Damage when hit (Melee): 0(-10) cold Changes stats: +1 Con / +2 Wil Changes resistances: +16% blight / +0%(-15%) cold / +14% darkness / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold / +5% physical Changes damage: +3% physical / +9% nature / +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Physical save: +12 (+6 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +1 Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. iron mail armour of command (8 def, 8 armour) Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) (-4 (-1 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-10) cold Changes stats: +2 Cun Changes resistances: +0%(-7%) all / +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Mental save: +11 (+6 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of mail. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel mail armour of stability (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) (-10 (-3 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-10) cold Changes resistances: +0%(-15%) cold / +6% physical / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Physical save: +13 (+7 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of mail. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Oakhash' (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) (-9 (-3 eff.)) Fatigue: +12% Damage when hit (Melee): 0(-10) cold Changes resistances: +6% acid / +0%(-15%) cold / +6% light / +0%(-7%) all Changes resistances penetration: +0%(-8%) cold / +5% mind / +5% nature Changes damage: +0%(-10%) cold Talent masteries: +0.00(-0.30) Spell / Glacial waste +0.00(-0.30) Spell / Rime wraith +0.00(-0.30) Spell / Water +0.00(-0.30) Spell / Frost alchemy +0.00(-0.30) Spell / Grave +0.00(-0.30) Spell / Ice Reduces incoming crit damage: 15.00% Life regen: +2.00 Stamina each turn: +1.10 Equilibrium when hit: +0.04 Only die when reaching: -60.00 life Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Movement speed: +0% (-15%) A suit of armour made of mail. |
[vs. Bolthacker (0 def, 2 armour) (On hands)]Lisybrelaith the Carrionswift (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 7 fire Changes stats: +0(-3) Str / +0(-2) Mag Changes resistances: +9% acid / +3% temporal / +7% fire / +12% nature / +0%(-3%) lightning Changes damage: +0%(-6%) lightning / +12% temporal / +5% fire Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Vim when firing critical spell: +0.00 (-1.00) Spellpower: +0 (+0 eff.) (-20 (-7 eff.)) When used to modify unarmed attacks: Power: 112% (-15%) Range: 1.1x (-0.3x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-6) Crit. chance: +3.0% (-5.0%) Attack speed: 100% (+17%) When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +9 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Bolthacker (0 def, 2 armour) (On hands)]This item will automatically be transmogrified when you leave the level. hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) (-1 (+0 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Changes stats: +3(-) Str / +0(-2) Mag Changes resistances: +0%(-3%) lightning Changes damage: +0%(-6%) lightning Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Vim when firing critical spell: +0.00 (-1.00) Spellpower: +0 (+0 eff.) (-20 (-7 eff.)) When used to modify unarmed attacks: Power: 125% (-2%) Range: 1.1x (-0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-6) Crit. chance: +3.0% (-5.0%) Attack speed: 100% (+17%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Bolthacker (0 def, 2 armour) (On hands)]heroic hardened leather gloves (0 def, 5 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +5 (+3) Fatigue: +0% (-3%) Changes stats: +0(-3) Str / +0(-2) Mag Changes resistances: +0%(-3%) lightning Changes damage: +0%(-6%) lightning Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +8 (+4 eff.) Vim when firing critical spell: +0.00 (-1.00) Maximum life: +46.00 Spellpower: +0 (+0 eff.) (-20 (-7 eff.)) When used to modify unarmed attacks: Power: 118% (-9%) Range: 1.1x (-0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 (-6) Crit. chance: +3.0% (-5.0%) Attack speed: 100% (+17%) When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Bolthacker (0 def, 2 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +8 (+6) Fatigue: +0% (-3%) Changes stats: +0(-3) Str / +0(-2) Mag / +4 Con Changes resistances: +0%(-3%) lightning Changes damage: +0%(-6%) lightning Talent cooldown: Clinch (-2 turns) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Vim when firing critical spell: +0.00 (-1.00) Spellpower: +0 (+0 eff.) (-20 (-7 eff.)) When used to modify unarmed attacks: Power: 119% (-9%) Range: 1.1x (-0.3x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-8) Crit. chance: +7.0% (-1.0%) Attack speed: 100% (+17%) When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
[vs. Bolthacker (0 def, 2 armour) (On hands)]Scorchborn the dwarven-steel gauntlets (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +6 (+4) Fatigue: +3% (-) Changes stats: +3(-) Str / +0(-2) Mag / +3 Cun / +3 Con Changes resistances: +0%(-3%) lightning / +9% fire Changes resistances penetration: +5% cold Changes damage: +0%(-6%) lightning / +6% fire Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +8 (+4 eff.) Vim when firing critical spell: +0.00 (-1.00) Maximum life: +49.00 Spellpower: +0 (+0 eff.) (-20 (-7 eff.)) When used to modify unarmed attacks: Power: 131% (+3%) Range: 1.4x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 (-) Crit. chance: +8.0% (-) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Glulle the iron helm (0 def, 3 armour) (On head)]iron helm 'Eclipsesmash' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +2.0% Physical power: +0 (+0 eff.) (-15 (-7 eff.)) Armour: +3 (-) Fatigue: +5% (-) Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes stats: +0(-2) Dex / +0(-2) Cun / +6 Lck Changes resistances: +6% mind / +3% light Changes damage: +0%(-12%) physical Physical save: +3 (+3 eff.) (-) Only die when reaching: -40.00 life Maximum stamina: +0.00 (-20.00) Spell crit. chance: +3% Mental crit. chance: +3% (+2%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 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. |
11 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. |
6 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. |
5 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. |
2 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. |
3 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. |
3 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
41 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. |
[vs. Summertide Phial (Light source)]Belima the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +3% fire / +3% mind / +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +6 (+3 eff.) Disease immunity: +10% Silence immunity: +20% Light radius: +3 (-2) See stealth: +5 See invisible: +6 Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) 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 107.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.52 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. |
[vs. iron torque of mindblast 'Poreldann' [power 105] (15 cooldown) (Tool)]Yarodukhad the Suntyphoon (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 (+2) Defense: +15 (+5 eff.) Changes stats: +1 Str Changes resistances: +15% lightning / +6% light / +0%(-3%) acid Physical save: +0 (+0 eff.) (-3 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Only die when reaching: -20.00 life Infravision radius: +2 See invisible: +0 (-6) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. iron torque of mindblast 'Poreldann' [power 105] (15 cooldown) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour: +0 (-2) Changes stats: +5 Wil Changes resistances: +0%(-3%) acid Physical save: +0 (+0 eff.) (-3 (-3 eff.)) Mental save: +10 (+5 eff.) Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Mindpower: +5 (+2 eff.) See invisible: +0 (-6) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. iron torque of mindblast 'Poreldann' [power 105] (15 cooldown) (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Armour: +0 (-2) Changes resistances: +0%(-3%) acid Physical save: +0 (+0 eff.) (-3 (-3 eff.)) Stun/Freeze immunity: +0% (-20%) Teleport immunity: +0% (-20%) Light radius: +1 See stealth: +10 See invisible: +0 (-6) It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 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 140.89 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 (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 Activation costs 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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Brunk the Drem Paradox Mage level 10
2nd Acquisition 122nd year of Ascendancy at 04:03 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Brunk the Drem Paradox Mage level 18
15th Wealth 122nd year of Ascendancy at 08:49 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Brunk the Drem Paradox Mage level 8
28th Voratun 122nd year of Ascendancy at 00:19 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Brunk the Drem Paradox Mage level 14
27th Profit 122nd year of Ascendancy at 23:32 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Brunk the Drem Paradox Mage level 18
9th Wealth 122nd year of Ascendancy at 21:47 see stats
Log
Talent Infusion: Healing is ready to use.
Talent Dimensional Step is ready to use.
You feel the ground shaking from the west.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rune: Shielding is ready to use.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Frenzy is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).










































































































