Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 23 / 14% |
Size | medium |
Lifes / Deaths | Killed by Borfast the Broken at level 21 on the 33rd Stralite 123rd year of Ascendancy at 05:53 / 2Killed by skeleton warrior at level 23 on the 36th Stralite 123rd year of Ascendancy at 17:45 |
Primary Stats
Strength | 64 (base 53) |
Dexterity | 34 (base 23) |
Constitution | 40 (base 30) |
Magic | 11 (base 10) |
Willpower | 25 (base 15) |
Cunning | 16 (base 10) |
Resources
Life | -4/828 |
Stamina | 39/204 |
Healing Factor | 1.32 |
Regeneration | 95.881562008961 |
Speed
Mental | +34.444444444444% |
Attack | 0% |
Movement | +34.444444444444% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
Offense: Mainhand
Damage | 133 |
Accuracy | 50 |
Crit Chance | 16% |
APR | 16 |
Speed | 0.74 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 51.2 (93.924050632911%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 32 |
Physical Save | 48 |
Spell Save | 40 |
Mental Save | 29 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 479% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 330 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 308 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 32.19 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Increases stamina regeneration by 14, movement and attack speed by 34%. Relentless Fury |
beneficial effect | A flow of life spins around the target, regenerating 65.92 life per turn. Regeneration |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the temporal explorer from death by ghoul. Escort: temporal explorer (level 3 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 60. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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. reinforced pair of dwarven-steel boots of evasion (15 def, 8 armour) (On feet)] reinforced pair of dwarven-steel boots of evasion (15 def, 8 armour)reinforced pair of dwarven-steel boots of evasion (15 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +15 (+8 eff.) (-) Fatigue: +3% (-) Changes resistances: +7%(-) acid / +7%(-) fire / +7%(-) cold / +8%(-) lightning It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them and granting you 10 defense for 8 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. 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. alchemist's lamp of health (Light source)] alchemist's lamp of healthalchemist's lamp of health Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +40.00 (-) Light radius: +3 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. iron helm of trickery (0 def, 3 armour) (On head)] iron helm of trickery (0 def, 3 armour)iron helm of trickery (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Cun / +2(-) Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | [vs. steel ring of pilfering (On fingers, 1 of 2)] steel ring of pilferingsteel ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) (-) Armour penetration: +9 (-) Defense: +9 (+5 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. steel ring of pilfering (On fingers, 1 of 2)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
Around waist | [vs. blurring rough leather belt of life (Around waist)] blurring rough leather belt of lifeblurring rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) (-) Stealth bonus: +6 (-) Life regen: +0.90 (-) Healing mod.: +12% (-) A belt that goes around your waist. |
In main hand | [vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr)thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon hit: * 23% chance to daze When wielded/worn: Changes stats: +3(-) Str / +5(-) Dex / +3(-) Mag / +3(-) Wil / +2(-) Cun / +2(-) Con Changes resistances penetration: +7%(-) lightning Massive two-handed mauls. |
On hands | [vs. scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) (On hands)] scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) (-) Armour: +2 (-) Effects when hit in melee: * 18% chance to reduce powers by 20% * 17 arcane resource burn Damage when hit (Melee): 0(-18) item antimagic scouring / 0(-17) item manaburn arcane Changes stats: +3(-) Dex Spell save: +11 (+6 eff.) (-) Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. Borfast's Cage (10 def, 20 armour) (Main armor)] Borfast's Cage (10 def, 20 armour)Borfast's Cage (10 def, 20 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 (-) Defense: +10 (+5 eff.) (-) Fatigue: +24% (-) Changes stats: +5(-) Con Changes resistances: -15%(-) acid / +15%(-) physical Reduces opponents crit chance: 20% (-) Physical save: +15 (+5 eff.) (-) Knockback immunity: +30% (-) Life regen: +2.00 (-) Maximum life: +50.00 (-) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cloak | [vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)] resilient linen cloak of Eldoral (1 def, 0 armour)resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex Maximum life: +32.00 (-) 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. Mirror Shards (Around neck)] Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Damage when hit (Melee): 0(-30) item light blind Changes resistances: +25%(-) light Changes damage: +12%(-) light Light radius: +1 (-) It can be used to create a reflective shield (50% reflection rate, 172 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
[vs. Infusion: Movement [movement infusion of the sneak (461% speed; 5 turns)] (on body)] movement infusion of the titan (437% speed; 4 turns)movement infusion of the titan (437% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437%(-42%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4(-1) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Cunning, +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+11 for 9 turns, die at -291) heroism infusion of the titan (+11 for 9 turns, die at -291)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 11 for 9 turns. While Heroism is active, you will only die when reaching -291 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (250.00 temporal damage, removed from time 4 turns) Rune of the Rift (250.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 250.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Mirror Shards (Around neck)] Earthen BeadsEarthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes stats: +4 Wil Changes resistances: +0%(-25%) light Changes damage: +0%(-12%) light Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Light radius: +0 (-1) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. Mirror Shards (Around neck)] steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes resistances: +0%(-25%) light Changes damage: +0%(-12%) light Light radius: +0 (-1) Amulets can have magical properties. |
[vs. Mirror Shards (Around neck)] steel amuletsteel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes resistances: +0%(-25%) light Changes damage: +0%(-12%) light Light radius: +0 (-1) Amulets can have magical properties. |
[vs. Mirror Shards (Around neck)] steel amulet 'Aerudhewen'steel amulet 'Aerudhewen' Infused by nature Infused by arcane disrupting forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Damage when hit (Melee): 0(-30) item light blind Changes stats: +2 Str / +2 Dex / +2 Wil Changes resistances: +13% blight / +14% temporal / +10% nature / +0%(-25%) light Changes damage: +0%(-12%) light Physical save: +20 (+6 eff.) Mental save: +7 (+4 eff.) Poison immunity: +24% Disease immunity: +25% Confusion immunity: +16% Pinning immunity: +26% Knockback immunity: +29% Mindpower: +7 (+4 eff.) Light radius: +0 (-1) Amulets can have magical properties. |
[vs. Mirror Shards (Around neck)] serendipitous gold amulet of cunning (+7)This item will automatically be transmogrified when you leave the level. serendipitous gold amulet of cunning (+7) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 0(-30) item light blind Changes stats: +7 Lck / +5 Cun Changes resistances: +0%(-25%) light Changes damage: +0%(-12%) light Light radius: +0 (-1) Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
[vs. steel ring of pilfering (On fingers, 1 of 2)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring of pilfering (On fingers, 1 of 2)] steel ringsteel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. steel ring of pilfering (On fingers, 1 of 2)] Elemental FuryElemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-9) Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. steel ring of pilfering (On fingers, 1 of 2)] warrior's gold ring of claritywarrior's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-9 (-3 eff.)) Armour penetration: +0 (-9) Armour: +10 Defense: +0 (+0 eff.) (-9 (-5 eff.)) Changes stats: +5 Str Mental save: +7 (+4 eff.) Confusion immunity: +21% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] cruel yew magestaff of illumination (20-24 power, 4 apr, lightning element)This item will automatically be transmogrified when you leave the level. cruel yew magestaff of illumination (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-32.0 - -54.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze (-23%) When wielded/worn: Physical crit. chance: +7.0% Defense: +5 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +0(-3) Str / +0(-5) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun / +0(-2) Con Changes resistances penetration: +0%(-7%) lightning Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 40.55 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] surging yew starstaff (20-24 power, 4 apr, darkness element)This item will automatically be transmogrified when you leave the level. surging yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-32.0 - -54.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze (-23%) When wielded/worn: Changes stats: +0(-3) Str / +0(-5) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun / +0(-2) Con Changes resistances penetration: +0%(-7%) lightning Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] yew vilestaff (20-24 power, 4 apr, darkness element)This item will automatically be transmogrified when you leave the level. yew vilestaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0(-32.0 - -54.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+2) Physical crit. chance: +3.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze (-23%) When wielded/worn: Changes stats: +0(-3) Str / +0(-5) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun / +0(-2) Con Changes resistances penetration: +0%(-7%) lightning Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
[vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] insidious steel greatmaul (28-42 power, 2 apr)This item will automatically be transmogrified when you leave the level. insidious steel greatmaul (28-42 power, 2 apr) Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0(-24.0 - -36.0) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Physical crit. chance: +1.0% (-0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze (-23%) Damage (Melee): +23 insidious poison When wielded/worn: Changes stats: +0(-3) Str / +0(-5) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun / +0(-2) Con Changes resistances penetration: +0%(-7%) lightning Massive two-handed mauls. |
[vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] Umbral Razor (25-32.5 power, 10 apr)This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(-27.0 - -45.5) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+8) Physical crit. chance: +9.0% (+7.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze (-23%) Damage conversion: 50% darkness When wielded/worn: Changes stats: +0(-3) Str / +0(-5) Dex / +4(+1) Mag / +0(-3) Wil / +4(+2) Cun / +0(-2) Con Changes resistances: +10% darkness Changes resistances penetration: +10% darkness / +0%(-7%) lightning Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 43.43 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
[vs. thunderous dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)] Hare-Skin SlingThis item will automatically be transmogrified when you leave the level. Hare-Skin Sling Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-2) Physical crit. chance: +0.0% (-1.5%) Attack speed: 125% (+25%) Firing range: +10 On weapon hit: * 0% chance to daze (-23%) When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +0(-3) Str / +0(-5) Dex / +0(-3) Mag / +0(-3) Wil / +0(-2) Cun / +0(-2) Con / +10 Lck Changes resistances penetration: +0%(-7%) lightning Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of steel shots of daylight (34/40, 20-24 power, 2 apr)high-capacity pouch of steel shots of daylight (34/40, 20-24 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 40 Damage (Ranged): +5 light Damage against: +9% Undead When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)] hardened leather armour of resilience (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. hardened leather armour of resilience (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-14) Defense: +3 (+1 eff.) (-7 (-4 eff.)) Fatigue: +8% (-16%) Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +0%(-15%) physical Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +26.00 (-24.00) A suit of armour made of leather. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)] rejuvenating hardened leather armour of temporal resistance (3 def, 6 armour)This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of temporal resistance (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 (-14) Defense: +3 (+1 eff.) (-7 (-4 eff.)) Fatigue: +8% (-16%) Changes stats: +0(-5) Con Changes resistances: +0%(+15%) acid / +18% temporal / +0%(-15%) physical Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Knockback immunity: +0% (-30%) Life regen: +2.20 (+0.20) Stamina each turn: +0.50 Maximum life: +0.00 (-50.00) A suit of armour made of leather. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)] voratun mail armour 'Samuthel' (5 def, 10 armour)voratun mail armour 'Samuthel' (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (-10) Defense: +5 (+2 eff.) (-5 (-3 eff.)) Fatigue: +8% (-16%) Damage when hit (Melee): 14 physical Changes stats: +3 Str / +7(+2) Con Changes resistances: +0%(+15%) acid / +23% cold / +0%(-15%) physical Reduces incoming crit damage: 10.00% Reduces opponents crit chance: 0% (-20%) Physical save: +18 (+6 eff.) (+3 (+1 eff.)) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +62.00 (+12.00) A suit of armour made of mail. |
[vs. Borfast's Cage (10 def, 20 armour) (Main armor)] enlightening steel plate armour of the deep (4 def, 10 armour)enlightening steel plate armour of the deep (4 def, 10 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (-10) Defense: +4 (+2 eff.) (-6 (-3 eff.)) Fatigue: +22% (-2%) Changes stats: +4 Wil / +4 Cun / +0(-5) Con Changes resistances: +6%(+21%) acid / +8% cold / +0%(-15%) physical Allows you to breathe in: water Reduces opponents crit chance: 0% (-20%) Physical save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +12 (+6 eff.) Knockback immunity: +0% (-30%) Life regen: +0.00 (-2.00) Maximum life: +0.00 (-50.00) A suit of armour made of metal plates. |
[vs. reinforced pair of dwarven-steel boots of evasion (15 def, 8 armour) (On feet)] grounding pair of hardened leather boots of uncanny dodging (2 def, 3 armour)This item will automatically be transmogrified when you leave the level. grounding pair of hardened leather boots of uncanny dodging (2 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-5) Defense: +2 (+1 eff.) (-13 (-7 eff.)) Ranged Defense: +5 (+2 eff.) Fatigue: +3% (-) Changes resistances: +6%(-2%) lightning / +7% temporal / +0%(-7%) fire / +0%(-7%) cold / +0%(-7%) acid A pair of boots made of leather. |
[vs. scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) (On hands)] Flashstinger the iron gauntlets (0 def, 1 armour)Flashstinger the iron gauntlets (0 def, 1 armour) Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Armour: +1 (-1) Damage when hit (Melee): 0(-18) item antimagic scouring / 0(-17) item manaburn arcane Changes stats: +0(-3) Dex Changes damage: +3% lightning Spell save: +6 (+3 eff.) (-5 (-3 eff.)) Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +11.00 Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. iron helm of trickery (0 def, 3 armour) (On head)] mindwoven cashmere wizard hat of frost (+19%) (2 def, 0 armour)This item will automatically be transmogrified when you leave the level. mindwoven cashmere wizard hat of frost (+19%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Armour: +0 (-3) Defense: +2 (+1 eff.) Fatigue: +0% (-5%) Changes stats: +0(-3) Cun / +0(-2) Dex Changes resistances: +19% cold Changes damage: +13% cold Psi each turn: +0.17 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
[vs. iron helm of trickery (0 def, 3 armour) (On head)] thaloren dwarven-steel helm (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. thaloren dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Armour: +4 (+1) Fatigue: +4% (-1%) Changes stats: +0(-2) Dex / +5 Wil / +0(-3) Cun Changes resistances: +7% blight Mental save: +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
zircon 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. |
6 aquamarine 6 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. |
7 opal 7 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 amethyst 12 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. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. alchemist's lamp of health (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 37.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 37.62 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. alchemist's lamp of health (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Maximum life: +0.00 (-40.00) Light radius: +4 (+1) Healing mod.: +10% It can be used to call light (77 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Prox's Lucky Halfling Foot (Tool)] Tooth of the Mouth (dig speed 12 turns)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: +5 Defense: +0 (+0 eff.) (-5 (-3 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Lck Changes damage: +4% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By TITSDWARF the Dwarf Berserker level 7
3rd Acquisition 122nd year of Ascendancy at 01:10 see stats
By TITSDWARF the Dwarf Berserker level 15
28th Dearth 122nd year of Ascendancy at 16:44 see stats
By TITSDWARF the Dwarf Berserker level 20
12nd Steel 123rd year of Ascendancy at 02:20 see stats
By TITSDWARF the Dwarf Berserker level 16
29th Dearth 122nd year of Ascendancy at 05:02 see stats
By TITSDWARF the Dwarf Berserker level 10
14th Profit 122nd year of Ascendancy at 23:48 see stats
By TITSDWARF the Dwarf Berserker level 20
22nd Iron 123rd year of Ascendancy at 02:42 see stats
By TITSDWARF the Dwarf Berserker level 13
21st Wealth 122nd year of Ascendancy at 13:31 see stats
By TITSDWARF the Dwarf Berserker level 12
41st Profit 122nd year of Ascendancy at 16:23 see stats
By TITSDWARF the Dwarf Berserker level 4
20th Voratun 122nd year of Ascendancy at 04:50 see stats
By TITSDWARF the Dwarf Berserker level 8
10th Profit 122nd year of Ascendancy at 03:18 see stats
By TITSDWARF the Dwarf Berserker level 21
20th Stralite 123rd year of Ascendancy at 04:30 see stats
By TITSDWARF the Dwarf Berserker level 10
17th Profit 122nd year of Ascendancy at 14:48 see stats
By TITSDWARF the Dwarf Berserker level 21
19th Stralite 123rd year of Ascendancy at 15:09 see stats
By TITSDWARF the Dwarf Berserker level 18
30th Loss 122nd year of Ascendancy at 10:15 see stats
By TITSDWARF the Dwarf Berserker level 21
33rd Stralite 123rd year of Ascendancy at 05:53 see stats
Log
Iverethra the orc necromancer casts Invoke Darkness.
Talent Death Dance is ready to use.
TITSDWARF is unstoppable!
TITSDWARF killed Ghoulking!
Iverethra the orc necromancer hits TITSDWARF for (171 refused), 82 darkness (82 total damage).
Skeleton mage casts Flame.
TITSDWARF is on fire!
TITSDWARF is unstoppable!
Skeleton mage hits TITSDWARF for (104 refused), 0 fire (0 total damage).
Iverethra the orc necromancer casts Rune: Manasurge.
Iverethra the orc necromancer starts to surge mana.
TITSDWARF is unstoppable!
TITSDWARF receives 105 healing from Unstoppable.
Burning from Skeleton mage hits TITSDWARF for (35 refused), 0 fire (0 total damage).
TITSDWARF uses Death Dance.
Skeleton mage is dazed!
TITSDWARF hits Skeleton mage for 419 physical, (419 total damage).
Skeleton mage misses TITSDWARF.
Iverethra the orc necromancer casts Displacement Shield.
The very fabric of space alters around Iverethra the orc necromancer.
TITSDWARF's skin returns to normal.
TITSDWARF has finished recovering.
Burning from Skeleton mage hits TITSDWARF for 15 fire damage.
TITSDWARF uses Infusion: Regeneration.
TITSDWARF starts regenerating health quickly.
Skeleton warrior uses Stunning Blow.
Saving game...