Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Marksman 1.4.9A complete rework for Archer. Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pepper Pack 1.4.8Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Bastion 1.4.6A complete rework for Bulwark. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Anguished 1.4.8Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums. Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Playable Naloren Race 1.4.8Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Inferno Race Pack 1.4.0Adds a collection of my races. Better Mages and Rogues 1.4.9Minor buffs to some classes. Changes: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Escort Mastery Buff Addon 1.4.8Murder - Quoth the Raven 1.4.0Adds the Murder tree for necromancers, allowing them to conjure flocks of crows. Primal Chosen Class 1.4.0Adds the Primal Chosen class, a celestial brawler that wields temporal and darkness damage, before slowly discovering a talent for chronomancy. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Acid Trees for Archmage 1.4.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.4.8Donators/Buyers bonus! Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Commando class 1.4.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Select your Escorts 1.4.8Allows 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. White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Classic Berzerker Remix 1.3.0Adds the Berzerker class, a modified Berserker with a mix of pre- and post-1.2.0 Berserker talents. Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Safer quest npcs 1.4.4Lets the player make important npcs have more health or be invulnernable to help with mods that increase risk of quest npcs dieing like warzones Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Abomination |
| Class | Dark Priest |
| Level / Exp | 58 / 26% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Porudara the copperhead snake at level 58 on the 19th Dusk 122nd year of Ascendancy at 22:39 / 1 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 32 (base 10) |
| Constitution | 84 (base 30) |
| Magic | 82 (base 68) |
| Willpower | 112 (base 62) |
| Cunning | 86 (base 65) |
Resources
| Mana | 1124/1419 |
| Psi | 202/202 |
| Life | -906/1837 |
| Stamina | 493/550 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 92.875 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +48% |
| Spell | 0% |
| Global | +73.529411764706% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 11 |
| See Stealth | 24 |
| See Invisible | 51 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 39 |
| Crit Chance | 77% |
| APR | 10 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 107 |
| Crit Chance | 68% |
| Speed | 1 |
Offense: Mind
| Mindpower | 69 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 27 (81.959741454699%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 75 |
| Mental Save | 69 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 55% |
| Confusion Resistance | 0% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 60% |
| Pinning Resistance | 15% |
| Disarm Resistance | 26% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 159 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 470 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Unlight | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Arcane Weapon | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Malediction | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Dark Adept | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dark | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Spell / Unhealing | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Abomination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Zeal | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cunning / Wicked Mind | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Wicked Fervor |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 0% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target's spellpower has been increased by 72. Spellsurge |
| detrimental effect | The target has been revealed, reducing its stealth power by 20. Luminescence |
| detrimental effect | The target is weakened, reducing Arcane resistance by 30%. Arcane Weakness |
| detrimental effect | The target is afflicted with Dark Unhealing, increasing healing factor by 78% and unhealing 95.14 life per turn. If the target's health drops below 10% it will take an additional 95.14 Darkness damage at the beginning of each turn. Dark Unhealing |
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. | active |
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 Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Vision (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 |
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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed orc heart. * You've found the needed bear paw. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Soleguard (0 def, 5 armour) Soleguard (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Armour Hardiness: +5% Fatigue: +1% Physical save: +5 (+1 eff.) 'I need something to protect my soul and I need it quick!' Always check the label carefully... |
| On feet | Shadowbolt the pair of hardened leather boots (0 def, 11 armour) Shadowbolt the pair of hardened leather boots (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +11 Fatigue: +3% Changes stats: +6 Mag Changes resistances: +21% temporal / +6% light / +21% darkness / +9% mind / +5% arcane Changes resistances penetration: +16% temporal / +15% darkness / +10% physical Changes damage: +8% acid / +8% blight Spell save: +20 (+5 eff.) Mental save: +3 (+0 eff.) Disease immunity: +37% Pinning immunity: +10% Knockback immunity: +15% Stamina each turn: +0.80 Maximum stamina: +24.00 Spellpower: +6 (+1 eff.) Infravision radius: +3 Defense after a teleport: +18 Resist all after a teleport: +15% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
| Light source | Lightvile LightvileInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Defense: +12 (+6 eff.) Damage when hit (Melee): 12 light Changes stats: +5 Wil / +10 Con Changes resistances: +21% blight Changes resistances penetration: +5% lightning Changes damage: +9% lightning Critical mult.: +20.00% Physical save: +17 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +30 (+7 eff.) Life regen: +7.90 Light radius: +7 See stealth: +15 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Eremostir (1 def, 0 armour) Eremostir (1 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 blight Changes stats: +4 Wil Changes resistances: +18% light Changes resistances penetration: +10% blight / +15% mind Changes damage: +5% physical / +5% darkness / +3% blight / +18% light / +3% mind / +5% temporal Physical save: +7 (+2 eff.) Mana each turn: +0.30 Psi each turn: +0.15 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | hardened leather gloves of strength (+3) (0 def, 2 armour) hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +2 Changes stats: +3 Str Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On hands | storm hardened leather gloves of dexterity (+4) (0 def, 2 armour) storm hardened leather gloves of dexterity (+4) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +2 Damage (Melee): 8 lightning Changes stats: +4 Dex Changes resistances: +5% lightning Changes damage: +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Layoseth the stralite torque of psychoportation [power 46] (30 cooldown) Layoseth the stralite torque of psychoportation [power 46] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances: +6% mind Maximum wards: +3 physical / +4 mind / +4 darkness Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +8 Telekinetic Blast +1 Ward +2 Silence Spell save: +25 (+6 eff.) Mana each turn: +0.04 Spellpower: +8 (+2 eff.) It can be used to teleport randomly (rad 46), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 7 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | treant's steel ring of life treant's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +9% blight Poison immunity: +16% Disease immunity: +18% Life regen: +1.10 Maximum life: +51.00 Healing mod.: +14% Rings can have magical properties. |
| On fingers | psionicist's gold ring of life psionicist's gold ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+3 eff.) Life regen: +1.20 Maximum life: +76.00 Healing mod.: +19% Rings can have magical properties. |
| Around neck | Isonne IsonneInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +8 Str / +13 Dex / +12 Wil Changes resistances: +3% fire Reduces incoming crit damage: 15.00% Physical save: +15 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +26 (+6 eff.) Poison immunity: +10% Confusion immunity: +17% Pinning immunity: +5% Life regen: +2.70 Maximum vim: +10.00 Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
| In main hand | Chargeoblivion (25-30 power, 5 apr, darkness element) Chargeoblivion (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 lightning Burst (radius 1) on hit: +8 mind When wielded/worn: Damage (Melee): 31 fire Damage when hit (Melee): 4 mind / 8 lightning Changes resistances: +9% lightning Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +26.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +42 (+7 eff.) Spell crit. chance: +12% Light radius: +2 See invisible: +17 It can be used to unleash an elemental blastwave, dealing 55.39 to 66.47 darkness damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Moldwake the rough leather belt Moldwake the rough leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+4 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +4 Str / +4 Dex / +2 Wil / +4 Cun / +4 Con / +6 Lck Changes resistances: +7% sound / +9% nature / +21% acid Changes damage: +12% acid / +9% nature Critical mult.: +6.00% Trap disarming bonus: +10 Stealth bonus: +7 Physical save: +13 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +13 (+3 eff.) Maximum life: +49.00 Infravision radius: +4 Size category: +2 A belt that goes around your waist. |
| In off hand | elm harp 'Radhokalthodig' (6.5 melee - 6.5 ranged sound damage) elm harp 'Radhokalthodig' (6.5 melee - 6.5 ranged sound damage)Requires: - Cunning 11 Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: instrument / harp ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Damage (Melee): 6 sound Damage (Ranged): 6 sound Changes stats: +2 Str / +7 Cun / +11 Wil Changes resistances: +24% darkness / +5% arcane Changes damage: +8% sound / +20% darkness / +6% mind Talent granted: +1 Pluck Strings Critical mult.: +5.00% Mental save: +2 (+0 eff.) Blindness immunity: +26% Silence immunity: +14% Disarm immunity: +26% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +9 (+2 eff.) Mindpower: +16 (+4 eff.) Mental crit. chance: +2% Infravision radius: +4 See stealth: +9 See invisible: +9 Melody each turn: +0.16 Maximum melody: +15.00 A small string instrument. |
| Cloak | linen cloak 'Xerin' (1 def, 7 armour) linen cloak 'Xerin' (1 def, 7 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Armour: +7 Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +2 Str / +2 Dex / +1 Mag / +4 Wil / +2 Cun / +2 Con Changes resistances: +14% temporal / +14% darkness / +14% cold Changes resistances penetration: +15% temporal Changes damage: +14% mind / +14% sound Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Spellpower: +14 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +8% Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% Maximum melody: +27.00 It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Mafang' (0 def, 0 armour) linen robe 'Mafang' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 20 blight Changes stats: +4 Str / +5 Mag / +8 Wil / +8 Cun Changes resistances: +16% light Changes damage: +22% sound / +22% darkness / +6% blight / +8% mind / +19% light Spell save: +25 (+6 eff.) Mana each turn: +0.16 Psi each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Damage Shield penetration: +20% Maximum melody: +48.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 49)healing infusion (heal 49) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 49 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (244 acid damage; dur 5; apply 22)acid wave rune (244 acid damage; dur 5; apply 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 244.80 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (1589% regen over 10 turns; 79 instant mana)manasurge rune (1589% regen over 10 turns; 79 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1589% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. phase door rune (range 10; power 30; dur 7)phase door rune (range 10; power 30; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 184 for 6 turns)shielding rune (absorb 184 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 at most 184 damage for 6 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune (range 77)teleportation rune (range 77) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 77 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 36.73 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
This item will automatically be transmogrified when you leave the level. Spellblaze Shard (20-26 power, 10 apr)Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire This is a bardic weapon. When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. voratun dagger 'Lavapulverizer' (38-49.4 power, 9 apr)voratun dagger 'Lavapulverizer' (38-49.4 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 27% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +32 darkness / +16 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 acid / +8 fire Damage against: +25% Living This is a bardic weapon. When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +12.0% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 fire Changes stats: +6 Dex Changes resistances: +3% fire Changes resistances penetration: +17% acid Changes damage: +9% acid Life regen: +2.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. bursting iron greatmaul of ruin (20.5-30.75 power, 1 apr)bursting iron greatmaul of ruin (20.5-30.75 power, 1 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 111% Burst (radius 2) on crit: +12 shocking sound When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +10% sound Critical mult.: +17.00% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thunderous dwarven-steel greatmaul of evisceration (43-64.5 power, 2 apr)thunderous dwarven-steel greatmaul of evisceration (43-64.5 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 27% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun / +5 Con Changes resistances penetration: +16% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Forestbearer the dwarven-steel longsword (43.5-60.9 power, 4 apr)Forestbearer the dwarven-steel longsword (43.5-60.9 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * Slows global speed by 20% * 12% chance to inflict damage reduction * 20% chance to torment the target * 20% chance to curse the target Damage (Melee): +4 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 light When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Effects on melee hit: * 30% chance to blind Changes resistances: +3% nature / +7% all Changes resistances penetration: +11% darkness / +10% nature / +11% mind Changes damage: +9% nature Critical mult.: +16.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Polavena (14-19.6 power, 2 apr)Polavena (14-19.6 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +9 cold When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Changes stats: +2 Str Changes damage: +9% blight / +7% physical Critical mult.: +16.00% Spell save: +3 (+1 eff.) Stamina when hit: +0.90 Maximum mana: +80.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's dwarven-steel sceptre of massacre (31.5-44.1 power, 4 apr)blazebringer's dwarven-steel sceptre of massacre (31.5-44.1 power, 4 apr) Requires: - Magic 20 - Constitution 20 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 3 Base power: 31.5 - 44.1 Uses stats: 50% Mag, 50% Con Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +13 fire When wielded/worn: Changes resistances penetration: +10% fire Spellpower: +9 (+2 eff.) Global speed: +4% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. potent yew magestaff of blasting (27-32.4 power, 4 apr, lightning element)potent yew magestaff of blasting (27-32.4 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 27.0 - 32.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +27% lightning Talent granted: +1 Command Staff Spellpower: +21 (+4 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 56.78 to 68.13 lightning damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff 'Brightmight' (20-24 power, 4 apr, arcane element)yew magestaff 'Brightmight' (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 47% chance to blind Damage (Melee): +4 acid Burst (radius 1) on hit: +8 light When wielded/worn: Damage (Melee): 25 fire Damage when hit (Melee): 8 light Changes resistances: +6% acid / +3% fire Changes resistances penetration: +10% fire Changes damage: +20% arcane / +3% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +17 (+3 eff.) Spell crit. chance: +3% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. soundshielding rough leather belt of dampeningsoundshielding rough leather belt of dampening Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% sound / +6% darkness / +12% lightning / +6% fire / +6% cold / +6% mind / +6% acid A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. linen cloak 'Flamestreak' (1 def, 0 armour)linen cloak 'Flamestreak' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 45% chance to corrode armour Changes stats: +2 Str / +2 Con Changes resistances: +3% acid / +9% fire / +6% light Changes damage: +3% light / +12% fire Physical save: +7 (+2 eff.) 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. |
This item will automatically be transmogrified when you leave the level. catburglar's rough leather cap (0 def, 1 armour)catburglar's rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex Changes resistances: +13% darkness Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing iron helm of precognition (6 def, 3 armour)cleansing iron helm of precognition (6 def, 3 armour) Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +3 Defense: +6 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn Changes stats: +4 Cun Changes resistances: +7% nature / +7% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. shielding cashmere wizard hat (2 def, 0 armour)shielding cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Mag Spell save: +9 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. Skin of Many (12 def, 6 armour)Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent masteries: -0.20 Cunning / Stealth -0.20 Cunning / Subterfuge Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
This item will automatically be transmogrified when you leave the level. troll-hide hardened leather armour of Toknor (3 def, 6 armour)troll-hide hardened leather armour of Toknor (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Critical mult.: +15.00% Life regen: +5.30 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. sandstone wardstone 'Chargepiety'sandstone wardstone 'Chargepiety' Requires: - Magic 10 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 lightning / 16 fire Changes stats: +2 Mag Reduce damage by fixed amount: +1 all Changes damage: +12% acid / +6% fire / +6% lightning Slows Projectiles: +10% Paradox regeneration: -0.30 Handheld warding devices |
This item will automatically be transmogrified when you leave the level. plaguebringer's quiver of elm arrows of accuracy (12/12, 14-19.6 power, 5 apr)plaguebringer's quiver of elm arrows of accuracy (12/12, 14-19.6 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.0 - 19.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 12 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease Damage (Ranged): +7 blight Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx 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. |
Elakira (dig speed 11 turns) Elakira (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Changes stats: +10 Str / +6 Wil / +2 Con Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +26.00% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Mental crit. chance: +11% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. miner's iron pickaxe (dig speed 28 turns)miner's iron pickaxe (dig speed 28 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. UmbraphageUmbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 384.45 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
This item will automatically be transmogrified when you leave the level. piercing alchemist's lamp of virtuositypiercing alchemist's lamp of virtuosity Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Changes resistances penetration: +10% all Changes damage: +10% sound Damage affinity(heal): +5% sound Mental save: +8 (+2 eff.) Light radius: +5 Maximum melody: +17.00 It can be used to activate talent Abrupt Intro, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: 1500% of base Is: a mind power Description: Fires a bolt of pure sound at the target, dealing 207.45 sound damage and soundshocking it for 5 turns. At talent level 3 if the bolt hits it will explode, damaging all hostiles in a 1 radius and soundshocking them. At talent level 5 all of your Soundshock effects will be more effective. The damage will scale with your Mindpower. (Soundshock is a cross-tier effect that lowers the target's stun, confusion and bleed resistances.) A normal brass lantern, enhanced by alchemy to make it brighter. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. warded elm totem of healing [power 82] (20 cooldown)warded elm totem of healing [power 82] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Maximum wards: +2 acid / +2 nature / +2 light Talent granted: +1 Ward It can be used to heal a target within range 10 (based on Willpower) for 82, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. webbed ash totem of thorny skin [power 32] (20 cooldown)webbed ash totem of thorny skin [power 32] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Talent granted: +3 Lay Web It can be used to harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. void yew wand of conjuration [power 283] (10 cooldown)void yew wand of conjuration [power 283] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Void Blast (+6 turn) Talent granted: +2 Void Blast It can be used to fire a bolt of a random element with (base) damage 141 to 283, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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
Curse Lifter (Roguelike) (Uniques)
Killed Ben Cruthdar the Cursed.By Shadow the Abomination Dark Priest level 7
4th Mirth 122nd year of Ascendancy at 21:42 see stats
Level 10 (Roguelike) (Uniques)
Got a character to level 10.By Shadow the Abomination Dark Priest level 10
10th Mirth 122nd year of Ascendancy at 03:09 see stats
Level 20 (Roguelike) (Uniques)
Got a character to level 20.By Shadow the Abomination Dark Priest level 20
1st Flare 122nd year of Ascendancy at 00:36 see stats
Level 30 (Roguelike) (Uniques)
Got a character to level 30.By Shadow the Abomination Dark Priest level 30
2nd Flare 122nd year of Ascendancy at 23:17 see stats
Level 40 (Roguelike) (Uniques)
Got a character to level 40.By Shadow the Abomination Dark Priest level 40
4th Flare 122nd year of Ascendancy at 00:16 see stats
Level 50 (Roguelike) (Uniques)
Got a character to level 50.By Shadow the Abomination Dark Priest level 50
18th Dusk 122nd year of Ascendancy at 22:34 see stats
Savior of the damsels in distress (Roguelike) (Uniques)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Shadow the Abomination Dark Priest level 46
5th Flare 122nd year of Ascendancy at 08:55 see stats
Size is everything (Roguelike) (Uniques)
Did over 1500 damage in one attack.By Shadow the Abomination Dark Priest level 52
19th Dusk 122nd year of Ascendancy at 03:29 see stats
Size matters (Roguelike) (Uniques)
Did over 600 damage in one attack.By Shadow the Abomination Dark Priest level 39
4th Flare 122nd year of Ascendancy at 00:01 see stats
The bigger the better! (Roguelike) (Uniques)
Did over 3000 damage in one attack.By Shadow the Abomination Dark Priest level 53
19th Dusk 122nd year of Ascendancy at 05:49 see stats
Treasure Hunter (Roguelike) (Uniques)
Amassed 1000 gold pieces.By Shadow the Abomination Dark Priest level 47
4th Dusk 122nd year of Ascendancy at 23:18 see stats
Log
Aether Breach from Porudara the copperhead snake hits Shadow for (23 ignored) damage.
Porudara the copperhead snake hits Shadow for 399 arcane damage.
Shadow's Smite hits Porudara the copperhead snake for 548 darkness damage.
Shadow's Smite hits Porudara the copperhead snake for 1350 darkness damage.
Shadow's Smite hits Porudara the copperhead snake for 267 darkness damage.
Porudara the copperhead snake casts Judgement.
Porudara the copperhead snake's aura dims.
Porudara the copperhead snake receives 47 healing from Aura of Unlight.
Porudara the copperhead snake casts Shadow Ambush.
Porudara the copperhead snake receives 47 healing from Aura of Unlight.
Porudara the copperhead snake receives 907 unhealing !
Shadow casts Dark Wrath.
Shadow's spell attains critical power!
Porudara the copperhead snake reacts in a manic flurry!
Porudara the copperhead snake casts Unhealing Strike.
Shadow is weak!
Porudara the copperhead snake's spell attains critical power!
Shadow receives 370 unhealing !
Shadow receives 884 unhealing !
Shadow is being unhealed!
Shadow receives 183 unhealing !
Porudara the copperhead snake hits Shadow for (26 ignored), 131 darkness, (28 ignored), 107 arcane, , (29 ignored), 20 darkness, (17 ignored), 0 darkness (259 total damage).
Porudara the copperhead snake receives 51 healing from Aura of Unlight.
Shadow hits Porudara the copperhead snake for 3232 darkness, 7 lightning, 12 light, 7 blight, 1 mind, 17 arcane (3279 total damage).
Porudara the copperhead snake uses Life Manipulation.
Porudara the copperhead snake's spell attains critical power!
Shadow receives 222 unhealing !
Porudara the copperhead snake receives 51 healing from Aura of Unlight.
Saving game...
