Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Forbidden Cults 1.6.7Official 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.
Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.6.7Official 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:
Embers of Rage 1.6.7Official 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:
Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 29 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Shasshhiy'Kaish at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 02:50 / 2Killed by Veluriath the bone giant at level 29 on the 17th Regrowth 123rd year of Ascendancy at 07:26 |
Primary Stats
| Strength | 33 (base 30) |
| Dexterity | 74 (base 60) |
| Constitution | 10 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 63 (base 39) |
Resources
| Life | -654/816 |
| Stamina | 28/174 |
| Healing Factor | 1.2 |
| Regeneration | 0.30000000000001 |
Speed
| Mental | -15% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 50.423963940317 |
| See Invisible | 49.423963940317 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 81 |
| Crit Chance | 39% |
| APR | 51 |
| Speed | 1.18 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 81 |
| Crit Chance | 44% |
| APR | 50 |
| Speed | 1.18 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 30% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 30% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| Lightning | +16% |
| Blight | +13% |
| Mind | +6% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +5% |
| Darkness | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (49.309173272933%) |
| Defense | 0 |
| Ranged Defense | 0 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 6%( 73%) |
| Blight | + 16%( 73%) |
| Arcane | + 6%( 73%) |
| Cold | + 16%( 73%) |
| All | 0%( 73%) |
| Darkness | + 12%( 73%) |
| Temporal | + 25%( 73%) |
| Lightning | + 26%( 73%) |
| Mind | + 15%( 73%) |
| Fire | + 3%( 73%) |
| Nature | + 6%( 73%) |
Defense: Immunities
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 549% 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Numbing Poison |
| talent | Crippling Poison |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target is encased in ice. All damage done to it will be split, 40% absorbed by the ice and 60% by the target. The target's defense is nullified while in the ice, and it may only attack the ice, but it is also immune to any new detrimental status effects (except Wet and Frozen Feet). The target cannot teleport or heal while frozen. 271 HP on the iceblock remaining. Frozen |
| beneficial effect | The target will not die until falling below -348 life. Rogue's Brew |
| beneficial effect | Has 7 throwing knives prepared: 7 KnivesRange: 7 Net Damage: 111 - 155 Accuracy: 97 (knife) APR: 53 Crit Chance: +44% Crit mult: 184% Uses Stats: 50% Cun, 70% Dex |
| detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 25%. Cripple |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by maulotaur. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within3 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 | Anylatharig (0 def, 1 armour) =die-at/ppow/stats=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +1 Changes stats: +3 Str / +4 Dex / +6 Lck Changes resistances: +3% acid Stealth bonus: +6 Stamina each turn: +1.00 Only die when reaching: -80.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Scorchsever'Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 23% Damage when hit (Melee): 8 fire Changes resistances: +6% cold / +6% temporal Changes damage: +3% fire Mental save: +5 (+2 eff.) Maximum life: +51.00 Light radius: +4 See stealth: +9 See invisible: +8 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Mumafang the Coalgrinder (1 def, 0 armour) =life=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +16% lightning / +3% blight Changes damage: +11% lightning Knockback immunity: +10% Maximum life: +100.00 A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves 'Shimmervenom' (0 def, 7 armour) =life/cripple=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Damage (Melee): 5 lightning Damage when hit (Melee): 4 lightning Changes resistances: +10% lightning / +12% mind Changes resistances penetration: +5% lightning Changes damage: +5% lightning Critical mult.: +8.00% Mental save: +8 (+3 eff.) Maximum life: +48.00 Spell crit. chance: +11% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Damage (radius 2) on crit: +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | overpowered ash wand of shielding [power 290] (25/25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Defense: +9 (+0 eff.) Changes stats: +7 Cun / +5 Dex It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | ManeregonikPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Defense: +12 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes stats: +8 Cun / +5 Mag Changes resistances: +13% blight Changes damage: +13% blight / +6% mind Maximum psi: +20.00 Spellpower: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | DairaderionCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 (+0 eff.) Changes stats: +3 Cun Changes resistances: +6% nature Changes resistances cap: +3% all Physical save: +21 (+11 eff.) Spell save: +6 (+3 eff.) Maximum life: +100.00 Healing mod.: +20% Amulets can have magical properties. |
| In main hand | voratun longsword 'Gilakalthohell' (49.5-69.3 power, 10 apr) =yes=Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 49.5 - 69.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +15% physical Maximum mana: +40.00 Maximum stamina: +30.00 Sharp, long, and deadly. |
| Around waist | SilalradaPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +30 (+19 eff.) Changes stats: +2 Cun Mental save: +6 (+2 eff.) Only die when reaching: -80.00 life Maximum psi: +20.00 Spellpower: +4 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In off hand | Obsidianroar (50-65 power, 9 apr) =yes=Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +4 temporal Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +31 (+6 eff.) Defense: +11 (+0 eff.) Changes stats: +5 Dex Changes resistances: +12% darkness Changes resistances penetration: +5% darkness Disarm immunity: +50% Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
| Cloak | linen cloak 'Ememina' (6 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+0 eff.) Changes resistances: +3% acid / +10% cold / +3% mind Disease immunity: +10% Only die when reaching: -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cured leather armour 'Starumbra' (21 def, 6 armour)Requires: - Strength 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +21 (+10 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +19% temporal / +6% arcane / +3% fire Spell save: +12 (+6 eff.) Mental save: +11 (+4 eff.) Light radius: +1 A suit of armour made of leather. |
Inventory
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
vitalizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+4 eff.) Life regen: +2.00 Maximum life: +34.00 Amulets can have magical properties. |
Chargerazor =stun/mag=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +8 Mag Changes resistances penetration: +10% lightning Changes damage: +18% lightning Stun/Freeze immunity: +24% Life regen: +2.00 Rings can have magical properties. |
Cinderwill =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Armour: +16 Changes stats: +2 Con Changes resistances: +6% fire Physical save: +9 (+5 eff.) Stun/Freeze immunity: +29% Life regen: +4.00 Mental crit. chance: +2% Rings can have magical properties. |
GleamripperInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Damage when hit (Melee): 4 light Critical mult.: +10.00% Mental save: +6 (+2 eff.) Confusion immunity: +23% Stamina each turn: +3.00 Only die when reaching: -20.00 life Rings can have magical properties. |
Silobressra the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +6 Cun / +7 Dex Changes resistances: +3% acid / +3% blight / +13% arcane / +12% mind Changes damage: +12% mind / +13% arcane Silence immunity: +20% Only die when reaching: -60.00 life See invisible: +3 Rings can have magical properties. |
Sunoblivion =cun/mag=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Changes resistances: +12% temporal Changes damage: +9% light / +3% temporal Spellpower: +7 (+4 eff.) Light radius: +3 Rings can have magical properties. |
gladiator's gold ring =str/con=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +6 Con Rings can have magical properties. |
gold quartz ring =stun=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Stun/Freeze immunity: +30% Spellpower: +8 (+4 eff.) Rings can have magical properties. |
marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Rings can have magical properties. |
mule's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +22 Rings can have magical properties. |
steel ring 'Chamarin' =def=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +30 (+19 eff.) Changes resistances: +9% blight Changes resistances penetration: +10% blight Changes damage: +6% blight Mental save: +8 (+3 eff.) Confusion immunity: +28% Knockback immunity: +20% Maximum mana: +100.00 Healing mod.: +10% Rings can have magical properties. |
steel ring of perseverance =stun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +3.00 Rings can have magical properties. |
warrior's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
warrior's steel ring of corrosion (+22%) =str=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
Arinn the voratun dagger (37.5-48.75 power, 9 apr) =yeah=Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 light Damage against: +13% Undead When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +12 Defense: +14 (+3 eff.) Changes stats: +1 Mag Changes resistances penetration: +11% all Disarm immunity: +39% Mana each turn: +0.28 Vim when firing critical spell: +2.00 Sharp, short and deadly. |
Porarin (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +11.0% Physical power: +5 (+2 eff.) Defense: +5 (+0 eff.) Changes resistances: +12% lightning / +3% temporal Disarm immunity: +23% Sharp, short and deadly. |
dwarven-steel dagger 'Singetide' (19-24.7 power, 7 apr) =stats=Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +17 Physical crit. chance: +10.0% Physical power: +5 (+2 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +7 Wil / +6 Cun / +8 Con Changes resistances penetration: +8% physical Critical mult.: +17.00% Sharp, short and deadly. |
dwarven-steel longsword 'Rotravager' (24-33.6 power, 4 apr) =stats=Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 44% Damage (Melee): +12 nature / +9 darkness Damage against: +10% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +7 Str / +7 Dex / +9 Mag / +6 Wil / +7 Cun / +9 Con Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +5% nature Changes damage: +6% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Glelle the Frigidstun (14-19.6 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 8 cold Changes resistances penetration: +20% blight / +20% cold Changes damage: +6% acid Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +10 (+5 eff.) Damage Shield penetration: +30% Blunt and deadly. |
Abysswing the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Damage when hit (Melee): 6 fire Changes resistances: +9% fire Changes damage: +6% fire Spell save: +7 (+4 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +10% Maximum life: +20.00 Size category: +1 A belt that goes around your waist. |
AerennInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Changes resistances: +6% mind Reduces incoming crit damage: 15.00% Knockback immunity: +10% Life regen: +1.00 Maximum life: +20.00 Healing mod.: +17% A belt that goes around your waist. |
Hanadas (7 def, 0 armour) =crit/dmg=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+2 eff.) Defense: +7 (+0 eff.) Changes stats: +2 Con Changes damage: +12% physical Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Kindlekill (1 def, 0 armour) =dex/mag=Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 arcane Changes stats: +3 Dex / +2 Mag / +3 Wil / +1 Con Changes damage: +9% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Frozenmoon' (1 def, 0 armour) =con=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil / +2 Con Changes resistances: +3% acid Changes damage: +12% cold Maximum life: +32.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Emildatta' (0 def, 1 armour) =str/con=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Con Changes resistances: +5% lightning / +6% temporal / +5% arcane Spell save: +9 (+5 eff.) Infravision radius: +1 A pair of boots made of leather. |
pair of rough leather boots 'Turybers' (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Defense: +15 (+4 eff.) Fatigue: -4% Effects on melee hit: * 10% chance to reduce armor by 23% Changes stats: +1 Con Changes resistances: +6% acid Changes resistances penetration: +10% physical Maximum encumbrance: +22 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Demonoozer (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid / 6 fire / 8 mind Changes resistances: +8% acid / +6% fire / +6% mind Changes resistances penetration: +5% darkness Changes damage: +4% acid / +4% fire / +3% mind / +9% arcane Spell save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid / +7 fire / +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Glinttickler the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 6 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +5% arcane / +6% nature / +5% darkness Changes resistances penetration: +5% arcane Changes damage: +5% nature / +9% arcane Light radius: +2 Infravision radius: +3 When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +9 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +7 darkness Damage (radius 2) on crit: +7 nature It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Salurin the Lavawire (0 def, 1 armour) =str/cun=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +2 Cun / +3 Str Changes resistances penetration: +5% fire Changes damage: +3% fire Psi when hit: +0.08 When used to modify unarmed attacks: Base power: 14.5 - 20.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Velyreramira the Sparkclash (0 def, 2 armour) =mag=Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex / +4 Mag / +3 Cun / +2 Con Changes resistances: +7% darkness / +3% acid Changes damage: +3% lightning Light radius: +3 Infravision radius: +2 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +12 darkness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Xulaith' (0 def, 1 armour) =str=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +2 Str Changes damage: +6% mind Critical mult.: +10.00% Mana each turn: +0.04 Mana when firing critical spell: +1.00 Maximum vim: +10.00 Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erorerand the Glitterhunger (5 def, 3 armour) =ppow=Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +15 (+5 eff.) Armour: +3 Defense: +5 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 2 light Changes stats: +1 Str / +2 Dex / +3 Wil / +3 Cun Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadespar the iron helm (0 def, 3 armour) =cun/dex=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 16% * 10% chance to reduce all saves and defense by 19 Damage when hit (Melee): 6 mind Changes stats: +2 Cun / +2 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed dwarven-steel helm of might (0 def, 4 armour) =str=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +4% Changes stats: +7 Str / +3 Con It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 70.5 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettobers (6 def, 4 armour) =life/regen=Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +4 Defense: +6 (+0 eff.) Fatigue: +7% Changes resistances: +16% acid / +15% cold Life regen: +4.30 Maximum life: +33.00 Maximum stamina: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour)Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 18 power out of 30/30) : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 28.43 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
385 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blasthunter the dwarven-steel pickaxe (dig speed 25 turns) =ppow=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +25 (+8 eff.) Changes stats: +2 Str / +3 Dex / +5 Con Changes damage: +6% lightning / +3% physical / +12% fire Physical save: +6 (+3 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Bokogaruigas the Glowschism (dig speed 19 turns) =mag=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +5 Mag Changes resistances: +6% fire / +6% darkness / +3% light Changes damage: +3% light Reduces incoming crit damage: 5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Chamekalthothad the Chargerain (dig speed 37 turns) =str=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 2 acid / 2 lightning Changes stats: +2 Str Changes resistances: +9% lightning Changes resistances penetration: +25% acid / +5% darkness Changes damage: +3% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
woodsman's iron pickaxe (dig speed 37 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emelariath the Umbraglean =str=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% darkness / +9% cold Mental save: +6 (+2 eff.) Stamina each turn: +1.00 Light radius: +3 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Blackbearer' =str/dex/cun=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 16% Changes stats: +2 Str / +2 Dex / +3 Cun Changes resistances penetration: +5% acid Maximum life: +40.00 Light radius: +3 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. |
brass lantern 'Demonspitter'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 blight Changes damage: +3% arcane / +3% darkness Maximum life: +44.00 Maximum mana: +60.00 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 176 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
dwarven-steel torque of mindblast 'Duathellash' [power 240] (25/14 cooldown) =die at=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Damage when hit (Melee): 4 darkness Changes stats: +2 Con Changes resistances penetration: +25% acid Only die when reaching: -80.00 life Maximum stamina: +30.00 It can be used to blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Horomithad' [power 2] (25/22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Spell save: +12 (+6 eff.) Blindness immunity: +10% Confusion immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce 1 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Bleakdash the yew totem of healing [power 260] (25/14 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Changes resistances penetration: +10% mind Changes damage: +15% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 260 Activation puts all charms on cooldown for 14 turns. When used: * Increase the duration of 1 beneficial effects by 2. * Reduce fatigue by 26% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Freezepall [power 200] (25/14 cooldown) =str=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +7 Str / +8 Dex / +2 Cun Changes damage: +15% cold Reduces incoming crit damage: 15.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (232 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of shielding [power 158] (25/27 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 27 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
9 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. |
13 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By the pain, when will it en the Cornac Rogue level 18
33rd Haze 122nd year of Ascendancy at 06:39 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By the pain, when will it en the Cornac Rogue level 18
8th Dusk 122nd year of Ascendancy at 20:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By the pain, when will it en the Cornac Rogue level 23
4th Decay 122nd year of Ascendancy at 09:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By the pain, when will it en the Cornac Rogue level 10
2nd Mirth 122nd year of Ascendancy at 16:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By the pain, when will it en the Cornac Rogue level 20
43rd Haze 122nd year of Ascendancy at 02:08 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By the pain, when will it en the Cornac Rogue level 18
62nd Dusk 122nd year of Ascendancy at 17:42 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By the pain, when will it en the Cornac Rogue level 29
16th Regrowth 123rd year of Ascendancy at 04:29 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By the pain, when will it en the Cornac Rogue level 8
78th Pyre 122nd year of Ascendancy at 06:18 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By the pain, when will it en the Cornac Rogue level 18
34th Haze 122nd year of Ascendancy at 09:13 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By the pain, when will it en the Cornac Rogue level 10
5th Mirth 122nd year of Ascendancy at 01:25 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By the pain, when will it en the Cornac Rogue level 18
33rd Haze 122nd year of Ascendancy at 19:50 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By the pain, when will it en the Cornac Rogue level 22
47th Haze 122nd year of Ascendancy at 09:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By the pain, when will it en the Cornac Rogue level 16
2nd Dusk 122nd year of Ascendancy at 15:52 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By the pain, when will it en the Cornac Rogue level 28
3rd Regrowth 123rd year of Ascendancy at 02:50 see stats
Log
LIFE LOST WARNING!
--------------------------------
The pain, when will it en casts Rune: Shatter Afflictions.
The pain, when will it en is not stunned anymore.
A shield forms around the pain, when will it en.
The pain, when will it en activates his overpowered ash wand of shielding!
The shield around the pain, when will it en crumbles.
A shield forms around the pain, when will it en.
Skeleton warrior uses Stunning Blow.
The pain, when will it en resists the stunning blow!
Veluriath the bone giant is less vulnerable.
Veluriath the bone giant is fully armored again.
Veluriath the bone giant uses Coup de Grace.
Veluriath the bone giant performs a melee critical strike against the pain, when will it en!
Your shield crumbles under the damage!
The shield around the pain, when will it en crumbles.
Veluriath the bone giant performs a melee critical strike against the pain, when will it en!
Melee retaliation hits Iceblock for 5 lightning, 4 darkness, 9 fire, 5 lightning, 4 darkness, 9 fire, 5 lightning, 4 darkness, 9 fire (51 total damage).
Veluriath the bone giant hits the pain, when will it en for (102 absorbed), (147 to ice), 221 physical (221 total damage).
Skeleton warrior hits the pain, when will it en for (188 absorbed), 0 physical (0 total damage).
the pain, when will it en the level 29 cornac rogue was hacked apart to death by Veluriath the bone giant on level 4 of Ruined halfling complex.
--------------------------------
The pain, when will it en deactivates Apply Poison.
The pain, when will it en is not crippled anymore.
The pain, when will it en deactivates Trained Reactions.
The pain, when will it en is free from the ice.
The pain, when will it en deactivates Quickdraw.
The pain, when will it en deactivates Crippling Poison.
The pain, when will it en deactivates Numbing Poison.














































































































