











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. 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:
Worm That Talks 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Оригинальная идея - Scott Bigham ("Zizzo"), дополнение по ссылке Добавляет новый талант, называемый 'Interract with the Worm', который позволяет взаимодействовать с существом worm that walks (ветка Demented / Friend of the Worm), как если бы мы делали это за класс Alchemist с Golem. Теперь вы можете менять снаряжение, изучать таланты, брать управление и менять имя. - уменшено требование ресурса Insanity на каст до 0. Установка: Удаление: или в игре: 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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 | Cornac |
| Class | Bulwark |
| Level / Exp | 30 / 79% |
| Size | big |
| Lifes / Deaths | Killed by Xanorille the corrupted mastocytic feeder at level 30 on the 73rd Haze 123rd year of Ascendancy at 03:29 / 2Killed by Mayatta the corrupted acidic digestor at level 30 on the 73rd Haze 123rd year of Ascendancy at 14:16 |
Primary Stats
| Strength | 120 (base 60) |
| Dexterity | 29 (base 18) |
| Constitution | 68 (base 50) |
| Magic | 23 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 40 (base 14) |
Resources
| Life | -61/1590 |
| Stamina | 102/218 |
| Steam | 80/100 |
| Healing Factor | 1.4681295749341 |
| Regeneration | 14.193211633243 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 36.359939435378 |
Offense: Mainhand
| Damage | 135 |
| Accuracy | 49 |
| Crit Chance | 16% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | -42% |
| Nature | -42% |
| Fire | -39% |
| Cold | -31% |
| All | -45% |
Offense: Damage Penetration
| Nature | +20% |
| Lightning | +5% |
| Acid | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 83.958180888189 (96.438666929426%) |
| Defense | 29 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 58 |
| Spell Save | 45 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 49%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 24%( 70%) |
| Lightning | + 57%( 70%) |
| Fire | + 46%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 38% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 30% |
| Knockback Resistance | 87% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -769 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1568 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Warcries | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Shield Wall |
| detrimental effect | Reduces all damage done by 45% and increase all detrimental effects durations by 6 turns on application. Covered in Gastric Fluids |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+5 cooldowns). Infusion Saturation |
| beneficial effect | Increases maximum life and stamina by 20%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed storm wyrm claw. * You've found the needed faerlhing fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed naga tongue. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. pair of dwarven-steel boots 'Nerodathra' (0 def, 4 armour) (On feet)]pair of dwarven-steel boots 'Nerodathra' (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: -3% (-) Changes stats: +5(-) Con Changes resistances: +15%(-) darkness / +6%(-) temporal Physical save: +9 (+3 eff.) (-) Spell save: +3 (+1 eff.) (-) Pinning immunity: +15% (-) Knockback immunity: +15% (-) Teleport immunity: +100% (-) Stamina each turn: +0.70 (-) Maximum life: +37.00 (-) See invisible: +6 (-) Movement speed: +10% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Hellbile (Light source)]Hellbile Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +9%(-) fire / +3%(-) temporal Changes resistances penetration: +5%(-) acid Changes damage: +3%(-) acid Reduces incoming crit damage: 5.00% (-) Only die when reaching: -20.00 life (-) Light radius: +6 (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) 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. Sulfurcrypt the linen wizard hat (1 def, 2 armour) (On head)]Sulfurcrypt the linen wizard hat (1 def, 2 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Effects on melee hit: * 20% chance to slow global speed by 42% Damage (Melee): 0(-20) item nature slow Changes stats: +6(-) Cun Changes resistances: +6%(-) blight / +3%(-) temporal / +6%(-) nature Changes damage: +3%(-) nature Mental save: +9 (+5 eff.) (-) Maximum life: +60.00 (-) Healing mod.: +10% (-) A pointy cloth hat, very wizardly... |
| On hands | [vs. iron gauntlets 'Tempestdash' (0 def, 5 armour) (On hands)]iron gauntlets 'Tempestdash' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +1% (-) Changes resistances: +9%(-) lightning / +6%(-) fire Changes resistances penetration: +20%(-) acid / +5%(-) lightning Changes damage: +3%(-) fire Talents granted: +3.00(-) Iron Grip Mental save: +6 (+3 eff.) (-) Disarm immunity: +80% (-) Maximum life: +42.00 (-) 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. |
| Tool | [vs. powerful elven-wood totem of healing [power 386] (7/15 cooldown) (Tool)]powerful elven-wood totem of healing [power 386] (7/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Camekan the Seardream (On fingers, 1 of 2)]Camekan the Seardream Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3%(-) light / +9%(-) fire Changes damage: +3%(-) fire Physical save: +6 (+2 eff.) (-) Disarm immunity: +20% (-) Pinning immunity: +23% (-) Knockback immunity: +22% (-) Life regen: +4.00 (-) Maximum life: +24.00 (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. Camekan the Seardream (On fingers, 1 of 2)]steel ring 'Rimequick' Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind / 4 cold Changes resistances: +0%(-3%) light / +5% blight / +28% cold / +7% nature / +0%(-9%) fire Changes damage: +0%(-3%) fire / +14% cold Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +7 (+3 eff.) Poison immunity: +10% Disease immunity: +13% Disarm immunity: +0% (-20%) Confusion immunity: +22% Pinning immunity: +0% (-23%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-24.00) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Isylenne (Around neck)]Isylenne Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +2(-) Str / +4(-) Dex / +1(-) Mag / +4(-) Cun / +3(-) Con Physical save: +3 (+1 eff.) (-) Poison immunity: +20% (-) Stun/Freeze immunity: +20% (-) Life regen: +2.00 (-) Stamina each turn: +0.40 (-) Maximum life: +20.00 (-) Movement speed: +10% (-) Amulets make your neck look great! |
| In main hand | [vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]Genor the stralite waraxe (140% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +6.5% (-) Attack speed: 100% (-) On weapon hit: * splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +4(-) acid / +10(-) nature / +8(-) blight Damage (radius 1) on hit: +4(-) acid Damage (radius 2) on crit: +8(-) temporal When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize Changes resistances: +9%(-) temporal One-handed war axes. |
| Around waist | [vs. Chaladotar (Around waist)]Chaladotar Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1(-) Dex Changes resistances: +3%(-) temporal / +5%(-) arcane / +6%(-) fire / +3%(-) nature / +6%(-) cold Stun/Freeze immunity: +20% (-) Stamina each turn: +0.30 (-) Mana each turn: +0.30 (-) Psi each turn: +0.30 (-) Infravision radius: +1 (-) A belt that goes around your waist. |
| In off hand | [vs. Glintwrither the stralite shield (0 def, 8 armour, 156% power, 141 block) (In off hand)]Glintwrither the stralite shield (0 def, 8 armour, 156% power, 141 block) Requires: - Shield usage training - Strength 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 156% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +141 (-) Damage (Melee): +20(-) physical Damage (radius 2) on crit: +12(-) light When wielded/worn: Armour: +8 (-) Fatigue: +8% (-) Changes stats: +2(-) Wil / +6(-) Mag Changes resistances: +10%(-) physical Talents granted: +1.00(-) Block Mana when firing critical spell: +2.00 (-) Spell crit. chance: +3% (-) Light radius: +3 (-) Slows Projectiles: +15% (-) Bonus block near projectiles: +43 (-) Handheld deflection devices. |
| Cloak | [vs. Aeroma the cashmere cloak (10 def, 0 armour) (Cloak)]Aeroma the cashmere cloak (10 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) (-) Changes stats: +2(-) Str / +4(-) Con Changes resistances: +5%(-) acid / +6%(-) darkness / +23%(-) lightning / +3%(-) nature / +7%(-) fire / +5%(-) arcane / +6%(-) cold Physical save: +15 (+5 eff.) (-) Stun/Freeze immunity: +30% (-) Maximum life: +54.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Ichorspar (15 def, 9 armour) (Main armor)]Ichorspar (15 def, 9 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-) Defense: +15 (+7 eff.) (-) Fatigue: +22% (-) Changes stats: +6(-) Str / +6(-) Dex / +6(-) Mag / +6(-) Wil / +6(-) Cun / +6(-) Con Changes resistances: +17%(-) lightning / +6%(-) temporal / +9%(-) light Changes resistances penetration: +20%(-) nature Maximum life: +40.00 (-) A suit of armour made of metal plates. |
Inventory
steam generator implant of the duelist (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
[vs. Infusion: Regeneration [regeneration infusion of the warrior (heal 142; 12 cd)] (on body)]regeneration infusion of the titan (heal 512; 17 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: 22(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 512(+44) life over 5(-) turns. Its effects scale with your -Strength, +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. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Isylenne (Around neck)]This item will automatically be transmogrified when you leave the level. Stormmaim Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: +0% (+5%) Damage when hit (Melee): 6 lightning Changes stats: +10(+8) Str / +0(-4) Dex / +5(+4) Mag / +10 Wil / +0(-4) Cun / +3(-) Con Changes resistances penetration: +15% lightning Changes damage: +9% mind Physical save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +0% (-20%) Cut immunity: +80% Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-2.00) Stamina each turn: +0.00 (-0.40) Maximum life: +0.00 (-20.00) Movement speed: +0% (-10%) Healing mod.: +28% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
[vs. Camekan the Seardream (On fingers, 1 of 2)]This item will automatically be transmogrified when you leave the level. voratun ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +8 Defense: +12 (+6 eff.) Changes resistances: +0%(-3%) light / +0%(-9%) fire Changes damage: +0%(-3%) fire Physical save: +0 (+0 eff.) (-6 (-2 eff.)) Disarm immunity: +0% (-20%) Pinning immunity: +0% (-23%) Knockback immunity: +0% (-22%) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-24.00) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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 make your fingers look great! Tap to cycle through comparison choices |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Hathykhad the elven-wood vilestaff (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (-12%) Range: 1.2x (-0.2x) 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% (-2.0%) Attack speed: 100% (-) On weapon hit: - splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +0(-4) acid / +0(-10) nature / +0(-8) blight Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+3 eff.) Armour: +4 Damage (Melee): 0(-20) item temporal energize Damage when hit (Melee): 4 physical Changes resistances: +0%(-9%) temporal Changes resistances penetration: +15% physical Changes damage: +9% mind / +25% fire Talent granted: +1 Command Staff Maximum hate: +10.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. magelord's elven-wood magestaff of might (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (-12%) Range: 1.2x (-0.2x) 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% (-2.0%) Attack speed: 100% (-) On weapon hit: - splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +0(-4) acid / +0(-10) nature / +0(-8) blight Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 29 arcane / 0(-20) item temporal energize Changes resistances: +0%(-9%) temporal Changes damage: +25% cold Talent granted: +1 Command Staff Maximum mana: +29.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering elven-wood vilestaff of greater warding (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% (-12%) Range: 1.2x (-0.2x) 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% (-2.0%) Attack speed: 100% (-) On weapon hit: - splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +0(-4) acid / +0(-10) nature / +0(-8) blight Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Armour: +8 Defense: +7 (+4 eff.) Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-9%) temporal Maximum wards: +3 blight Changes damage: +25% blight Talents granted: +1 Command Staff +3 Ward Mana each turn: +0.29 Maximum mana: +34.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]River's Fury (125% power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% (-15%) Range: 1.4x (+0.0x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+3) Crit. chance: +5.0% (-1.5%) Attack speed: 100% (-) On weapon hit: - splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +0(-4) acid / +15 cold / +0(-10) nature / +0(-8) blight Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Accuracy: +10 (+4 eff.) Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-9%) temporal / +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 2.49 cold damage and 1.98 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]Crooked Club (129% power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% (-12%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-1) Crit. chance: +10.0% (+3.5%) Attack speed: 100% (-) On weapon hit: + Reduce targets accuracy and powers by 5 (stacks 5 times) - splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +0(-4) acid / +30 physical / +0(-8) blight / +14 % chance of confusion / +0(-10) nature Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Accuracy: +12 (+4 eff.) Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-9%) temporal An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic voratun mace of torment (155% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 155% (+15%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+1) Crit. chance: +3.0% (-3.5%) Attack speed: 100% (-) On weapon hit: + 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns - splashes acid on your target dealing 30 damage and reducing their armor On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +0(-4) acid / +0(-10) nature / +0(-8) blight Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Damage (Melee): 0(-20) item temporal energize Changes resistances: +0%(-9%) temporal Blunt and deadly. |
[vs. Genor the stralite waraxe (140% power, 5 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Glorith the Ebonyborn (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% (-27%) Range: 1.1x (-0.3x) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+35) Crit. chance: +5.0% (-1.5%) Attack speed: 100% (-) On weapon hit: * 20% chance to reduce damage dealt by 14% - splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +0(-4) acid / +0(-8) blight / +0(-10) nature Damage (radius 1) on hit: +8(+4) acid / +8 temporal Damage (radius 2) on crit: +0(-8) temporal When wielded/worn: Physical crit. chance: +4.0% Damage (Melee): 0(-20) item temporal energize Changes stats: +2 Dex / +6 Con Changes resistances: +0%(-9%) temporal / +3% physical Changes damage: +6% acid / +12% temporal Talent granted: +1 Attune Mindstar Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+5 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
This item will automatically be transmogrified when you leave the level.Voidwilder the quiver of dragonbone arrows (21/21, 165% power, 18 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 21 On weapon hit: * 20% chance to reduce damage dealt by 14% Damage (Ranged): +20 lightning / +8 darkness / +50 cold / +20 arcane Damage (radius 1) on hit: +20 darkness / +12 arcane Damage (radius 2) on crit: +23 cold Arrows are used with bows to pierce your foes to death. |
[vs. Ichorspar (15 def, 9 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Salydhewe the reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 (-2) Defense: +12 (+6 eff.) (-3 (-1 eff.)) Fatigue: +8% (-14%) Damage when hit (Melee): 8 blight Changes stats: +0(-6) Str / +6(-) Dex / +0(-6) Mag / +0(-6) Wil / +0(-6) Cun / +5(-1) Con Changes resistances: +21% acid / +0%(-6%) temporal / +0%(-9%) light / +0%(-17%) lightning Changes resistances penetration: +10% arcane / +0%(-20%) nature Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +0.00 (-40.00) Light radius: +3 See invisible: +18 A suit of armour made of leather. |
[vs. Chaladotar (Around waist)]Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Changes stats: +0(-1) Dex Changes resistances: +0%(-3%) temporal / +0%(-5%) arcane / +0%(-6%) fire / +0%(-3%) nature / +0%(-6%) cold Maximum encumbrance: +70 Stun/Freeze immunity: +0% (-20%) Knockback immunity: +40% Stamina each turn: +0.00 (-0.30) Mana each turn: +0.00 (-0.30) Psi each turn: +0.00 (-0.30) Maximum life: +40.00 Infravision radius: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. iron gauntlets 'Tempestdash' (0 def, 5 armour) (On hands)]Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 (-3) Fatigue: +0% (-1%) Changes stats: +4 Str Changes resistances: +10%(+1%) lightning / +10% cold / +0%(-6%) fire Changes resistances penetration: +0%(-20%) acid / +0%(-5%) lightning Changes damage: +0%(-3%) fire Talent granted: +0(+-3) Iron Grip Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-80%) Knockback immunity: +50% Maximum life: +60.00 (+18.00) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 101.86 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
[vs. iron gauntlets 'Tempestdash' (0 def, 5 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Hazeclamor the drakeskin leather gloves (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 (-2) Fatigue: +0% (-1%) Damage when hit (Melee): 10 cold Changes stats: +3 Cun Changes resistances: +0%(-9%) lightning / +0%(-6%) fire Changes resistances penetration: +0%(-20%) acid / +15% mind / +0%(-5%) lightning Changes damage: +6% mind / +0%(-3%) fire Talent granted: +0(+-3) Iron Grip Critical mult.: +10.00% Physical save: +9 (+3 eff.) Mental save: +28 (+13 eff.) (+22 (+10 eff.)) Disarm immunity: +46% (-34%) Equilibrium when hit: +0.24 Maximum life: +0.00 (-42.00) Mindpower: +10 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sulfurcrypt the linen wizard hat (1 def, 2 armour) (On head)]This item will automatically be transmogrified when you leave the level. eldritch elven-silk wizard hat (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-2) Defense: +3 (+1 eff.) (+2 (+1 eff.)) Damage (Melee): 0(-20) item nature slow Changes stats: +0(-6) Cun Changes resistances: +0%(-6%) blight / +0%(-3%) temporal / +0%(-6%) nature Changes damage: +0%(-3%) nature Mental save: +0 (+0 eff.) (-9 (-5 eff.)) Mana each turn: +0.70 Mana when hit: +3.00 Maximum life: +0.00 (-60.00) Maximum mana: +81.00 Spellpower: +7 (+2 eff.) Healing mod.: +0% (-10%) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 7 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
95 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
[vs. powerful elven-wood totem of healing [power 386] (7/15 cooldown) (Tool)] Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
[vs. powerful elven-wood totem of healing [power 386] (7/15 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. |
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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
[vs. powerful elven-wood totem of healing [power 386] (7/15 cooldown) (Tool)]piercing elm totem of healing [power 116] (7/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ailai the Cornac Bulwark level 24
15th Haze 123rd year of Ascendancy at 10:08 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ailai the Cornac Bulwark level 9
10th Mirth 122nd year of Ascendancy at 02:53 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ailai the Cornac Bulwark level 24
3rd Summertide 123rd year of Ascendancy at 06:42 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ailai the Cornac Bulwark level 10
63rd Haze 122nd year of Ascendancy at 21:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ailai the Cornac Bulwark level 20
64th Regrowth 123rd year of Ascendancy at 13:22 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ailai the Cornac Bulwark level 30
57th Haze 123rd year of Ascendancy at 23:54 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Ailai the Cornac Bulwark level 20
66th Regrowth 123rd year of Ascendancy at 09:52 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ailai the Cornac Bulwark level 21
26th Pyre 123rd year of Ascendancy at 20:57 see stats
Santassacre! (Insane (Roguelike) difficulty)
Killed the little helper elves after saving them!By Ailai the Cornac Bulwark level 20
66th Regrowth 123rd year of Ascendancy at 12:20 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ailai the Cornac Bulwark level 16
28th Regrowth 123rd year of Ascendancy at 06:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ailai the Cornac Bulwark level 8
1st Mirth 122nd year of Ascendancy at 06:07 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Ailai the Cornac Bulwark level 26
37th Haze 123rd year of Ascendancy at 04:51 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 Ailai the Cornac Bulwark level 24
14th Haze 123rd year of Ascendancy at 14:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ailai the Cornac Bulwark level 14
6th Decay 122nd year of Ascendancy at 05:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ailai the Cornac Bulwark level 24
39th Dusk 123rd year of Ascendancy at 18:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ailai the Cornac Bulwark level 16
10th Allure 123rd year of Ascendancy at 09:29 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ailai the Cornac Bulwark level 30
73rd Haze 123rd year of Ascendancy at 03:29 see stats
Log
Ailai performs a melee critical strike against Mayatta the corrupted acidic digestor!
Mayatta the corrupted acidic digestor resists the shield bash!
Melee retaliation hits Ailai for (53 blocked), 0 light, (53 blocked), 0 light (0 total damage).
Ailai hits Mayatta the corrupted acidic digestor for 40 physical, 7 physical, 65 physical, 7 physical, 4 light (122 total damage).
Mayatta the corrupted acidic digestor's light area effect hits Ailai for 99 light damage.
Ailai uses Repulsion.
Mayatta the corrupted acidic digestor resists the knockback!
Mayatta the corrupted acidic digestor casts Moonlight Ray.
Mayatta the corrupted acidic digestor hits Ailai for 145 darkness damage.
Melee retaliation hits Ailai for 53 light damage.
Ailai hits Mayatta the corrupted acidic digestor for 47 physical, 7 physical (54 total damage).
Talent Shield Slam is ready to use.
Mayatta the corrupted acidic digestor's light area effect hits Ailai for 99 light damage.
Ailai uses Shield Slam.
Melee retaliation hits Ailai for 53 light, 53 light, 53 light (158 total damage).
Ailai hits Mayatta the corrupted acidic digestor for 18 physical, 7 physical, 17 physical, 7 physical, 10 physical, 6 physical (64 total damage).
Mayatta the corrupted acidic digestor casts Sun Flare.
Ailai loses sight!
Something hits Ailai for (141 blocked), 148 light (148 total damage).
Something hits Ailai for (99 blocked), 0 light (0 total damage).
Ailai activates Shield Wall.
Ailai feels pain again.
Something hits Ailai for (141 blocked), 146 darkness (146 total damage).
Ailai uses Shattering Shout.
Ailai hits Something for 47 physical damage.
Ailai stops regenerating health quickly.






































































































