










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 11 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by Emitta the wolf at level 11 on the 2nd Profit 122nd year of Ascendancy at 06:50 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 27 (base 22) |
| Magic | 39 (base 34) |
| Willpower | 18 (base 10) |
| Cunning | 20 (base 13) |
Resources
| Life | -29/414 |
| Positive | 60/80 |
| Negative | 52/80 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 0.28467363346206 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 1 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 11 |
| Crit Chance | 7% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +42% |
| Light | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +5% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 1 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 19 |
| Mental Save | 13 |
Defense: Resistances
| Light | + 12%( 70%) |
| Temporal | + 18%( 70%) |
| Arcane | + 11%( 70%) |
| Fire | + 7%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Stamina each turn: +0.30 (-) Maximum stamina: +11.00 (-) A pair of boots made of leather. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Radianceblast the linen wizard hat (1 def, 0 armour) (On head)]Radianceblast the linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Effects on melee hit: * 20% chance to reduce all saves and defense by 14 Damage (Melee): 0(-20) item expose Changes stats: +1(-) Wil Changes resistances penetration: +5%(-) mind Mana each turn: +0.13 (-) Spellpower: +3 (+1 eff.) (-) Spell crit. chance: +3% (-) Light radius: +1 (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. innervating iron torque of gale force [power 100] (9/15 cooldown) (Tool)]innervating iron torque of gale force [power 100] (9/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. copper ring 'Fulasin' (On fingers)]copper ring 'Fulasin' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) (-) Defense: +15 (+12 eff.) (-) Changes stats: +3(-) Dex Changes resistances penetration: +10%(-) physical Teleport immunity: +10% (-) Rings make your fingers look great! |
| Around waist | [vs. Moldstrider (Around waist)]Moldstrider Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2(-) nature Changes stats: +2(-) Str / +4(-) Wil / +5(-) Cun Damage against: +17% (-)Summoned Reduced damage from: +15% (-)Summoned Reduces incoming crit damage: 15.00% (-) Infravision radius: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 133% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) When wielded/worn: Defense: +8 (+5 eff.) (-) Changes damage: +28%(-) darkness Talents granted: +1.00(-) Command Staff Spellpower: +15 (+7 eff.) (-) Spell crit. chance: +4% (-) Light radius: +3 (-) 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 69.19 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. |
| Main armor | [vs. stargazer's linen robe (0 def, 0 armour) (Main armor)]stargazer's linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2(-) Cun Changes resistances: +7%(-) all Changes damage: +5%(-) light / +5%(-) darkness Spellpower: +5 (+2 eff.) (-) Spell crit. chance: +6% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Murkbait (1 def, 0 armour) (Cloak)]Murkbait (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +6%(-) light / +5%(-) arcane Changes damage: +9%(-) darkness Maximum life: +40.00 (-) 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. stabilizing copper amulet of magic (+2) (Around neck)]stabilizing copper amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Mag Changes resistances: +12%(-) temporal Pinning immunity: +23% (-) Knockback immunity: +21% (-) Amulets make your neck look great! |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion of the titan (heal 153; 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 153 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)]This item will automatically be transmogrified when you leave the level. wild infusion of the psychic (res 19%; mental; dur 2; cd 16) 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: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +mental and -physical effect and reduce all damage taken by 19%(+5%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. 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. |
This item will automatically be transmogrified when you leave the level.blink rune of the wizard (range 5; phase 17; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper ring 'Fulasin' (On fingers)]This item will automatically be transmogrified when you leave the level. Carrionvagrant the steel ring Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-6 eff.)) Physical power: +12 (+7 eff.) Defense: +0 (+0 eff.) (-15 (-12 eff.)) Fatigue: -4% Damage when hit (Melee): 6 nature Changes stats: +0(-3) Dex Changes resistances: +3% nature Changes resistances penetration: +5% acid / +0%(-10%) physical Maximum encumbrance: +20 Teleport immunity: +0% (-10%) Spellpower: +11 (+4 eff.) Mindpower: +11 (+5 eff.) Rings make your fingers look great! |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]Relgusaran (100% power, 2 apr, light 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% (-33%) 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 (-3) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Effects on melee hit: * 20% chance to reduce armor by 31% Changes resistances penetration: +5% mind Changes damage: +3% acid / +10% light / +0%(-28%) darkness Talents granted: +1.00(-) Command Staff Critical mult.: +11.00% Spellpower: +3 (+2 eff.) (-12 (-5 eff.)) Spell crit. chance: +8% (+4%) Light radius: +0 (-3) Staves designed for wielders of magic, by the greats of the art. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]elm vilestaff (100% power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-33%) 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 (-3) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +0%(-28%) darkness / +10% fire Talents granted: +1.00(-) Command Staff Spellpower: +3 (+2 eff.) (-12 (-5 eff.)) Spell crit. chance: +1% (-3%) Light radius: +0 (-3) Staves designed for wielders of magic, by the greats of the art. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]potent elm starstaff (107% power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 107% (-26%) 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 (-3) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +13% light / +0%(-28%) darkness Talents granted: +1.00(-) Command Staff Spellpower: +5 (+3 eff.) (-10 (-4 eff.)) Spell crit. chance: +1% (-3%) Light radius: +0 (-3) Staves designed for wielders of magic, by the greats of the art. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering ash vilestaff (111% power, 3 apr, blight element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-22%) 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: +3 (-2) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +15% blight / +0%(-28%) darkness Talents granted: +1.00(-) Command Staff Mana each turn: +0.12 Maximum mana: +30.00 Spellpower: +6 (+3 eff.) (-9 (-4 eff.)) Spell crit. chance: +2% (-2%) Light radius: +0 (-3) Staves designed for wielders of magic, by the greats of the art. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. arcing iron greatsword of daylight (111% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 111% (-22%) Range: 1.6x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-4) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 69 damage Damage (Melee): +9 light Damage against: +7% Undead When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +0%(-28%) darkness Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Light radius: +0 (-3) Massive two-handed swords. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Fulilerath the Scumjam (107% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% (-26%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-3) Crit. chance: +0.5% (-4.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 (+5 eff.) Armour penetration: +6 Defense: +0 (+0 eff.) (-8 (-5 eff.)) Effects on melee hit: * 10% chance to reduce armor by 31% Changes resistances: +12% lightning / +3% physical Changes resistances penetration: +6% physical Changes damage: +0%(-28%) darkness Talent granted: +0(+-1) Command Staff Silence immunity: +10% Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Light radius: +0 (-3) Blunt and deadly. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Duatheloath (115% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 115% (-18%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-3) Crit. chance: +3.5% (-1.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +12 darkness When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes resistances: +3% darkness / +5% arcane Changes damage: +21% acid / +0%(-28%) darkness Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Light radius: +0 (-3) One-handed war axes. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Unerring Scalpel (111% power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% (-22%) Range: 1.3x (+0.1x) Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+20) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+14 eff.) Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +0%(-28%) darkness Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Light radius: +0 (-3) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. gifted mossy mindstar of balance (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-58%) Range: 1.1x (-0.1x) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+7) Crit. chance: +2.5% (-2.0%) Attack speed: 100% (-) When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +0%(-28%) darkness Talents granted: +1 Attune Mindstar +0(+-1) Command Staff Physical save: +3 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +3 (+3 eff.) Equilibrium when hit: +0.60 Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Light radius: +0 (-3) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. steady elm longbow of fire Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +6 Damage (Ranged): +8 fire When wielded/worn: Accuracy: +8 (+8 eff.) Physical crit. chance: +3.0% Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes damage: +0%(-28%) darkness / +14% fire Talent granted: +0(+-1) Command Staff Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Light radius: +0 (-3) Longbows are used to shoot arrows at your foes. |
[vs. potent elven-wood starstaff of illumination (133% power, 5 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. fungal iron steamgun of dampening Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-2) Crit. chance: +0.0% (-4.5%) Attack speed: 100% (-) Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Defense: +0 (+0 eff.) (-8 (-5 eff.)) Changes stats: +2 Con Changes resistances: +7% acid / +9% lightning / +7% cold / +7% fire / +2% all Changes damage: +0%(-28%) darkness Talent mastery: +0.10 Wild-gift / Fungus Talent granted: +0(+-1) Command Staff Spell save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-15 (-7 eff.)) Spell crit. chance: +0% (-4%) Light radius: +0 (-3) It can be used to regenerate 66 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.storming pouch of stralite shots of wind (15/18, 157% power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 157% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 40 physical damage Travel speed: +200% Damage (Ranged): +10 lightning Damage (radius 2) on crit: +9 lightning Shots are used with slings to pummel your foes to death. |
[vs. stargazer's linen robe (0 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 (+6 eff.) Damage when hit (Melee): 10 cold Changes stats: +0(-2) Cun Changes resistances: +7%(-) all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold / +0%(-5%) light / +0%(-5%) darkness 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.) (-) Spell crit. chance: +0% (-6%) 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. |
[vs. stargazer's linen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-2) Cun Changes resistances: +7%(-) all Changes damage: +0%(-5%) light / +0%(-5%) darkness Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-6%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stargazer's linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. linen robe of the mountain (+10%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-2) Cun Changes resistances: +7%(-) all / +10% physical Changes damage: +10% physical / +0%(-5%) light / +0%(-5%) darkness Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-6%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stargazer's linen robe (0 def, 0 armour) (Main armor)]shimmering linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-2) Cun Changes resistances: +7%(-) all Changes damage: +0%(-5%) darkness / +11% arcane / +0%(-5%) light Maximum mana: +11.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-6%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stargazer's linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. timebroken woollen robe of blight (+10%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +0(-2) Cun Changes resistances: +10% blight / +9%(+2%) all Changes damage: +6% temporal / +0%(-5%) light / +10% blight / +8% arcane / +0%(-5%) darkness Maximum mana: +10.00 Spellpower: +3 (+2 eff.) (-2 (+0 eff.)) Spell crit. chance: +4% (-2%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stargazer's linen robe (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. prismatic iron mail armour of fire resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +0(-2) Cun Changes resistances: +11% darkness / +16% fire / +11% light / +0%(-7%) all Changes damage: +0%(-5%) light / +0%(-5%) darkness Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Spell crit. chance: +0% (-6%) A suit of armour made of mail. |
[vs. Moldstrider (Around waist)]This item will automatically be transmogrified when you leave the level. Tarrustir the Demonclash Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-2) nature Changes stats: +0(-2) Str / +0(-4) Wil / +0(-5) Cun Changes resistances: +3% blight / +9% cold / +3% mind Damage against: +0% (-17% )Summoned Reduced damage from: +0% (-15% )Summoned Reduces incoming crit damage: 0.00% (-15.00%) Stun/Freeze immunity: +10% Life regen: +0.80 Maximum life: +40.00 Infravision radius: +0 (-1) Healing mod.: +11% A belt that goes around your waist. |
[vs. Moldstrider (Around waist)]This item will automatically be transmogrified when you leave the level. insulating rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 0(-2) nature Changes stats: +0(-2) Str / +0(-4) Wil / +0(-5) Cun Changes resistances: +6% fire / +5% cold Damage against: +0% (-17% )Summoned Reduced damage from: +0% (-15% )Summoned Reduces incoming crit damage: 0.00% (-15.00%) Maximum encumbrance: +23 Infravision radius: +0 (-1) A belt that goes around your waist. |
[vs. Murkbait (1 def, 0 armour) (Cloak)]Floepassion (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Damage when hit (Melee): 6 cold Changes stats: +1(-1) Str / +1 Wil / +1(-1) Con Changes resistances: +0%(-6%) light / +0%(-5%) arcane Changes resistances penetration: +5% cold Changes damage: +0%(-9%) darkness Critical mult.: +5.00% Maximum life: +0.00 (-40.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Murkbait (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Frigiddash (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +3(+1) Str / +0(-2) Con Changes resistances: +3% cold / +0%(-6%) light / +0%(-5%) arcane Changes damage: +0%(-9%) darkness Spell save: +6 (+3 eff.) Mental save: +5 (+5 eff.) Stamina each turn: +3.00 Maximum life: +0.00 (-40.00) Maximum stamina: +10.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Murkbait (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Galeglean (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 lightning Changes stats: +0(-2) Str / +2 Wil / +0(-2) Con Changes resistances: +3% acid / +5%(-) arcane / +0%(-6%) light Changes damage: +0%(-9%) darkness Mental save: +6 (+6 eff.) Disease immunity: +20% Maximum life: +0.00 (-40.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Murkbait (1 def, 0 armour) (Cloak)]This item will automatically be transmogrified when you leave the level. Sparkdeath the linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1(-1) Str / +2 Dex / +2 Mag / +1 Wil / +0(-2) Con Changes resistances: +0%(-6%) light / +0%(-5%) arcane Changes damage: +12% lightning / +0%(-9%) darkness Maximum life: +0.00 (-40.00) Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]This item will automatically be transmogrified when you leave the level. grounding pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-11.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of rough leather boots of tirelessness (0 def, 1 armour) (On feet)]miner's pair of iron boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+4) Fatigue: +2% Stamina each turn: +0.00 (-0.30) Maximum stamina: +0.00 (-11.00) Infravision radius: +1 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Manadur (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +7 Fatigue: +1% Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Critical mult.: +5.00% Mental crit. chance: +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.radiant iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+9 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes stats: +2 Dex Changes resistances: +5% light Changes damage: +3% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Radianceblast the linen wizard hat (1 def, 0 armour) (On head)]linen wizard hat (1 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Damage (Melee): 0(-20) item expose Changes stats: +0(-1) Wil Changes resistances penetration: +0%(-5%) mind Mana each turn: +0.00 (-0.13) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +0 (-1) A pointy cloth hat, very wizardly... |
[vs. Radianceblast the linen wizard hat (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. linen wizard hat 'Emelyrinne' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Damage (Melee): 0(-20) item expose Changes stats: +2(+1) Wil Changes resistances penetration: +0%(-5%) mind Physical save: +6 (+5 eff.) Disease immunity: +10% Cut immunity: +10% Mana each turn: +0.00 (-0.13) Equilibrium when hit: +0.20 Maximum psi: +20.00 Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +0 (-1) A pointy cloth hat, very wizardly... |
[vs. Radianceblast the linen wizard hat (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Damage (Melee): 0(-20) item expose Changes stats: +0(-1) Wil Changes resistances penetration: +0%(-5%) mind Mana each turn: +0.00 (-0.13) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Light radius: +0 (-1) A cap made of leather. |
[vs. Radianceblast the linen wizard hat (1 def, 0 armour) (On head)]This item will automatically be transmogrified when you leave the level. rough leather cap of knowledge (0 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +1% Damage (Melee): 0(-20) item expose Changes stats: +3 Cun / +2(+1) Wil Changes resistances penetration: +0%(-5%) mind Mana each turn: +0.00 (-0.13) Spellpower: +0 (+0 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +3 (+1 eff.) Light radius: +0 (-1) A cap made of leather. |
3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
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. |
[vs. bright brass lantern of health (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +3 (-2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. bright brass lantern of health (Light source)]This item will automatically be transmogrified when you leave the level. scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +6 (+6 eff.) Maximum life: +0.00 (-40.00) Light radius: +3 (-2) See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. bright brass lantern of health (Light source)]survivor's brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+5 eff.) Maximum life: +0.00 (-40.00) Light radius: +3 (-2) Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. innervating iron torque of gale force [power 100] (9/15 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. innervating iron torque of gale force [power 100] (9/15 cooldown) (Tool)]iron pickaxe of the Iron Throne (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. innervating iron torque of gale force [power 100] (9/15 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 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 121.41 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 (Roguelike) difficulty)
Got a character to level 10.By Ano the Dwarf Anorithil level 10
3rd Acquisition 122nd year of Ascendancy at 04:36 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Ano the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 16:47 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ano the Dwarf Anorithil level 9
1st Acquisition 122nd year of Ascendancy at 00:06 see stats
Log
Ano is moving at extreme speed!
Ano slows down.
Ano misses Something.
Something hits Ano for 50 physical, 25 physical, 8 nature (84 total damage).
Ano's skin returns to normal.
Talent Searing Light is ready to use.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Something hits Ano for 50 physical, 31 physical, 8 nature (89 total damage).
Something performs a melee critical strike against Ano!
Something hits Ano for 57 physical, 43 physical, 8 nature (109 total damage).
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Ano is confused and fails to use Barrier.
Ano recovers sight.
Ano is not disabled anymore.
Talent Moonlight Ray is ready to use.
Something performs a melee critical strike against Ano!
Ano starts to bleed.
Something hits Ano for 75 physical, 58 physical (133 total damage).
Ano the level 11 dwarf anorithil was tortured to death by Emitta the wolf on level 3 of Trollmire.













































































