










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.5.0Official 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 17 / 78% |
| Size | medium |
| Lifes / Deaths | Killed by Ivurinor the gigantic gravity worm at level 17 on the 7th Decay 122nd year of Ascendancy at 21:27 / 1 |
Primary Stats
| Strength | 40 (base 40) |
| Dexterity | 20 (base 10) |
| Constitution | 12 (base 12) |
| Magic | 41 (base 37) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 11) |
Resources
| Life | -108/384 |
| Positive | 11/98 |
| Stamina | 13/135 |
| Vim | 55/172 |
| Healing Factor | 1.0164835164835 |
| Regeneration | 0.25412087912088 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 21.26912206948 |
| See Invisible | 21.26912206948 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 51 |
| Crit Chance | 28% |
| APR | 2 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Lightning | +18% |
| Light | +3% |
| Nature | +3% |
Offense: Damage Penetration
| Mind | +15% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 49.336795685908 (81.030927835052%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 29 |
| Physical Save | 22 |
| Spell Save | 28 |
| Mental Save | 37 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Physical | + 8%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Temporal | + 8%( 70%) |
| Darkness | + 12%( 70%) |
| Arcane | + 6%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 36% |
| Disarm Resistance | 15% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 420% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 236 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Corruption / Torture | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Precise Strikes |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 6 defense and 6 armour. Wraithform |
| beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
| detrimental effect | The target is burning, taking 50 damage per turn, split among it and burning foes in radius 2. Blazing Rebirth |
| beneficial effect | The target is recovering 16 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
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 has completed an elixir of the fox without your aid. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed hummerhorn wing. * You've found the needed red crystal shard. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within1 lumberjacks have died. | 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 iron boots 'Islyra' (0 def, 9 armour) (On feet)]pair of iron boots 'Islyra' (0 def, 9 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +9 (-) Fatigue: +2% (-) Changes stats: +3(-) Dex Changes resistances: +4%(-) physical Only die when reaching: -60.00 life (-) Spellpower: +4 (+2 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 (-) It can be used to activate talent Fearscape Shift (costing 25 power out of 3/25) : Effective talent level: 2.2 Power cost: 25 out of 3/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 92.23 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 92.23 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | [vs. iron helm 'Emevea' (0 def, 5 armour) (On head)]iron helm 'Emevea' (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Changes resistances: +3%(-) temporal Blindness immunity: +20% (-) Confusion immunity: +15% (-) Stun/Freeze immunity: +15% (-) Infravision radius: +1 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. copper ring 'Shimmerwrest' (On fingers, 1 of 2)]copper ring 'Shimmerwrest' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4(-) lightning Changes stats: +2(-) Wil Changes damage: +9%(-) lightning Mental save: +12 (+6 eff.) (-) Confusion immunity: +21% (-) Mental crit. chance: +4% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring 'Shimmerwrest' (On fingers, 1 of 2)]marksman's copper ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+2 eff.) Damage when hit (Melee): 0(-4) lightning Changes stats: +2 Dex / +0(-2) Wil Changes damage: +0%(-9%) lightning Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Confusion immunity: +0% (-21%) Spellpower: +5 (+2 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +0% (-4%) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Nimbusrace the rough leather belt (Around waist)]Nimbusrace the rough leather belt Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 4(-) lightning Changes resistances: +6%(-) lightning / +6%(-) temporal Changes damage: +3%(-) lightning Physical save: +5 (+3 eff.) (-) Mindpower: +3 (+2 eff.) (-) A belt that goes around your waist. |
| In main hand | [vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]steel greatmaul 'Kindlebait' (144% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 144% Range: 1.5x Uses stat: 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: * 40% chance to blind On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% (-) Changes stats: +2(-) Dex Changes resistances: +5%(-) physical Changes damage: +12%(-) physical Massive two-handed mauls. |
| On hands | [vs. hardened leather gloves 'Chamohir' (0 def, 2 armour) (On hands)]hardened leather gloves 'Chamohir' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Damage (Melee): 8(-) nature Changes stats: +4(-) Cun Changes resistances: +8%(-) nature Changes damage: +3%(-) nature Grants telepathy: Dragon Spell save: +6 (+3 eff.) (-) Mental save: +30 (+15 eff.) (-) Disease immunity: +15% (-) Disarm immunity: +15% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Chargespawn the steel plate armour (4 def, 16 armour) (Main armor)]Chargespawn the steel plate armour (4 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (-) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 6(-) light Changes stats: +2(-) Wil Changes resistances: +12%(-) blight / +6%(-) arcane / +12%(-) darkness / +6%(-) lightning Changes resistances penetration: +10%(-) lightning / +15%(-) mind Changes damage: +6%(-) lightning Spell save: +10 (+5 eff.) (-) Light radius: +1 (-) A suit of armour made of metal plates. |
| Cloak | [vs. Beerim the Prismlord (1 def, 0 armour) (Cloak)]Beerim the Prismlord (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Changes stats: +2(-) Cun / +2(-) Dex Changes resistances: +6%(-) blight / +3%(-) cold / +3%(-) lightning Changes damage: +3%(-) light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet of strength (+2) (Around neck)]copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Amulets can have magical properties. |
Inventory
[vs. Rune: Shielding [shielding rune of the wizard (absorb 221 for 4 turns)] (on body)]shielding rune of the wizard (absorb 195 for 4 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 195(-41) damage for 4(-) turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. copper amulet of strength (+2) (Around neck)]This item will automatically be transmogrified when you leave the level. stabilizing steel amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-2) Str / +2 Wil Changes resistances: +15% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
[vs. copper amulet of strength (+2) (Around neck)]This item will automatically be transmogrified when you leave the level. restful gold amulet of cunning (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Cun / +0(-2) Str Life regen: +0.90 Amulets can have magical properties. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash vilestaff (111% power, 3 apr, blight element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-33%) Range: 1.2x (-0.3x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +15% blight / +0%(-12%) physical Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. cruel ash magestaff (111% power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (-33%) Range: 1.2x (-0.3x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +5.0% (-7.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +15% arcane / +0%(-12%) physical Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. potent ash magestaff of might (117% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 117% (-27%) Range: 1.2x (-0.3x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical / +18% fire Talent granted: +1 Command Staff Spellpower: +8 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]Tirakai's Maul (139% power, 6 apr) Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% (-5%) Range: 1.3x (-0.2x) Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (+4) Crit. chance: +8.0% (+7.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatmaul (132% power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 132% (-11%) Range: 1.5x (+0.0x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical Massive two-handed mauls. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]iron greatsword (113% power, 1 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 113% (-31%) Range: 1.6x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Crit. chance: +2.5% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical Massive two-handed swords. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. insidious steel greatsword of erosion (127% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% (-17%) Range: 1.6x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target Damage (Melee): +30 insidious poison / +10 temporal / +9 nature When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical Massive two-handed swords. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel greatsword (129% power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% (-15%) Range: 1.6x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical Massive two-handed swords. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. vined mindstar (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% (-59%) Range: 1.1x (-0.4x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. vined mindstar of life (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 83% (-61%) Range: 1.1x (-0.4x) Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Crit. chance: +3.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +0(-2) Dex Changes resistances: +0%(-5%) physical Changes damage: +0%(-12%) physical Life regen: +0.80 Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
[vs. steel greatmaul 'Kindlebait' (144% power, 2 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Glyyawe Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-2) Crit. chance: +0.0% (-1.0%) Attack speed: 125% (+25%) Firing range: +9 On weapon hit: * 0% chance to blind (-40%) On weapon crit: - cripple the target When wielded/worn: Physical crit. chance: +0.0% (-12.0%) Changes stats: +6(+4) Dex Changes resistances: +6% lightning / +6% temporal / +15% darkness / +9% nature / +0%(-5%) physical Changes damage: +0%(-12%) physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.psychokinetic quiver of ash arrows (19/19, 122% power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +27 physical Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots (25/25, 116% power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 116% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 25 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.reinforced steel shield of radiance (6 def, 8 armour, 69 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Effects when hit in melee: * 13% chance to blind Changes stats: +5 Con / +3 Mag Changes resistances: +10% light Talent granted: +2 Block Handheld deflection devices. |
[vs. Chargespawn the steel plate armour (4 def, 16 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour (2 def, 4 armour) Requires: - Strength 14 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-12) Defense: +2 (+1 eff.) (-2 (-1 eff.)) Fatigue: +7% (-15%) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-12%) blight / +0%(-6%) arcane / +0%(-12%) darkness / +0%(-6%) lightning Changes resistances penetration: +0%(-10%) lightning / +0%(-15%) mind Changes damage: +0%(-6%) lightning Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +0 (-1) A suit of armour made of leather. |
[vs. Chargespawn the steel plate armour (4 def, 16 armour) (Main armor)]Tarretir (12 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-9) Defense: +12 (+6 eff.) (+8 (+4 eff.)) Ranged Defense: +9 (+4 eff.) Fatigue: +20% (-2%) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-6%) lightning / +0%(-12%) darkness / +0%(-12%) blight / +0%(-6%) arcane / +6% mind / +6% nature Changes resistances penetration: +0%(-10%) lightning / +0%(-15%) mind Changes damage: +0%(-6%) lightning Physical save: +3 (+1 eff.) Spell save: +0 (+0 eff.) (-10 (-5 eff.)) Mental save: +11 (+5 eff.) Light radius: +0 (-1) A suit of armour made of metal plates. |
[vs. Chargespawn the steel plate armour (4 def, 16 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. steel plate armour of spell shielding (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (-7) Defense: +4 (+2 eff.) (-) Fatigue: +22% (-) Damage when hit (Melee): 0(-6) light Changes stats: +0(-2) Wil Changes resistances: +0%(-12%) blight / +0%(-12%) darkness / +6%(-) arcane / +0%(-6%) lightning Changes resistances penetration: +0%(-10%) lightning / +0%(-15%) mind Changes damage: +0%(-6%) lightning Spell save: +11 (+6 eff.) (+1 (+1 eff.)) Light radius: +0 (-1) A suit of armour made of metal plates. |
[vs. Nimbusrace the rough leather belt (Around waist)]grounding rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances: +6%(-) lightning / +7%(+1%) temporal Changes damage: +0%(-3%) lightning Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) A belt that goes around your waist. |
[vs. Nimbusrace the rough leather belt (Around waist)]grounding rough leather belt of unlife Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-30) item lightning daze Damage when hit (Melee): 0(-4) lightning Changes resistances: +6% blight / +6%(-) temporal / +5%(-1%) lightning Changes damage: +0%(-3%) lightning Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Mindpower: +0 (+0 eff.) (-3 (-2 eff.)) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Beerim the Prismlord (1 def, 0 armour) (Cloak)]enveloping linen cloak of Iron Throne (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (+5 (+2 eff.)) Damage (Melee): 0(-30) item light blind Changes stats: +1 Str / +0(-2) Dex / +0(-2) Cun / +1 Con Changes resistances: +0%(-6%) blight / +0%(-3%) cold / +0%(-3%) lightning Changes damage: +0%(-3%) light Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Beerim the Prismlord (1 def, 0 armour) (Cloak)]linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Damage (Melee): 0(-30) item light blind Changes stats: +1(-1) Cun / +1(-1) Dex Changes resistances: +0%(-6%) blight / +0%(-3%) cold / +0%(-3%) lightning Changes damage: +0%(-3%) light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of iron boots 'Islyra' (0 def, 9 armour) (On feet)]undeterred pair of iron boots of evasion (11 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-6) Defense: +11 (+5 eff.) Fatigue: +2% (-) Changes stats: +0(-3) Dex Changes resistances: +0%(-4%) physical Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +21% Only die when reaching: +0.00 life (+60.00 life) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. hardened leather gloves 'Chamohir' (0 def, 2 armour) (On hands)]Emelymirekira the Glarebane (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 (-1) Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 0(-8) nature Damage when hit (Melee): 8 light Changes stats: +3 Str / +0(-4) Cun Changes resistances: +6% light / +0%(-8%) nature Changes damage: +6% light / +0%(-3%) nature Grants telepathy: Dragon Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Disease immunity: +0% (-15%) Disarm immunity: +0% (-15%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves 'Chamohir' (0 def, 2 armour) (On hands)]restful rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 (-1) Damage (Melee): 0(-8) nature Changes stats: +2 Str / +0(-4) Cun Changes resistances: +0%(-8%) nature Changes damage: +0%(-3%) nature Grants telepathy: Dragon Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Disease immunity: +0% (-15%) Disarm immunity: +0% (-15%) Life regen: +1.10 Stamina each turn: +0.70 Maximum stamina: +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves 'Chamohir' (0 def, 2 armour) (On hands)]rough leather gloves 'Falirak' (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-1) Damage (Melee): 6 light / 0(-8) nature Damage when hit (Melee): 8 mind Changes stats: +0(-4) Cun Changes resistances: +12% acid / +6% temporal / +7% light / +0%(-8%) nature Changes damage: +4% light / +0%(-3%) nature Grants telepathy: Dragon Physical save: +3 (+1 eff.) Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +9 (+5 eff.) (-21 (-10 eff.)) Disease immunity: +0% (-15%) Disarm immunity: +0% (-15%) Stun/Freeze immunity: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. hardened leather gloves 'Chamohir' (0 def, 2 armour) (On hands)]temporal iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 (-1) Damage (Melee): 0(-8) nature / 7 temporal Damage (Ranged): 5 temporal Changes stats: +3 Dex / +0(-4) Cun Changes resistances: +0%(-8%) nature / +5% temporal Changes damage: +0%(-3%) nature / +3% temporal Grants telepathy: Dragon Spell save: +0 (+0 eff.) (-6 (-3 eff.)) Mental save: +0 (+0 eff.) (-30 (-15 eff.)) Disease immunity: +0% (-15%) Disarm immunity: +0% (-15%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. iron helm 'Emevea' (0 def, 5 armour) (On head)]linen wizard hat of the sentry (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes resistances: +0%(-3%) temporal Blindness immunity: +0% (-20%) Confusion immunity: +0% (-15%) Stun/Freeze immunity: +0% (-15%) Infravision radius: +4 (+3) See stealth: +6 See invisible: +6 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 33%, and attempts to push all creatures other than yourself out of its radius, inflicting 6.93 light damage and 6.73 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
[vs. iron helm 'Emevea' (0 def, 5 armour) (On head)]Masarerand (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +0 (-5) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes resistances: +11% physical / +6% nature / +0%(-3%) temporal Changes damage: +11% physical Blindness immunity: +0% (-20%) Silence immunity: +10% Disarm immunity: +20% Confusion immunity: +0% (-15%) Stun/Freeze immunity: +0% (-15%) Knockback immunity: +5% Infravision radius: +0 (-1) Healing mod.: +5% A pointy cloth hat, very wizardly... |
[vs. iron helm 'Emevea' (0 def, 5 armour) (On head)]Arowe (6 def, 11 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +11 (+6) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +5% (-) Changes stats: +4 Dex Changes resistances: +0%(-3%) temporal Changes damage: +9% physical Blindness immunity: +0% (-20%) Confusion immunity: +0% (-15%) Stun/Freeze immunity: +0% (-15%) Infravision radius: +1 (-) Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. iron helm 'Emevea' (0 def, 5 armour) (On head)]iron helm 'Mayylle' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 (-2) Fatigue: +5% (-) Damage when hit (Melee): 12 acid Changes stats: +2 Dex / +1 Wil / +3 Cun Changes resistances: +0%(-3%) temporal Critical mult.: +10.00% Blindness immunity: +0% (-20%) Confusion immunity: +0% (-15%) Stun/Freeze immunity: +0% (-15%) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Infravision radius: +0 (-1) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
6 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 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
[vs. Planar Beacon (Light source)]Polybrekira the brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +1 Mag Changes resistances: +6% fire Changes damage: +6% blight Mana when firing critical spell: +5.00 Light radius: +2 (-1) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Planar Beacon (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 (-1) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Planar Beacon (Light source)]Cutholathadur Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind Changes stats: +3 Str / +3 Wil / +2 Cun Grants telepathy: Dragon Mental save: +8 (+4 eff.) Light radius: +3 (-) See stealth: +6 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Prox's Lucky Halfling Foot (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: +5 Defense: +0 (+0 eff.) (-5 (-3 eff.)) Damage when hit (Melee): 15 blight Changes stats: +0(-5) Lck Changes damage: +4% blight Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Prox's Lucky Halfling Foot (Tool)]iron pickaxe of endurance (dig speed 37 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: -5% Changes stats: +3 Str / +0(-5) Lck Trap disarming bonus: +0 (-5) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)]Imp Claw Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 9 power out of 9/9) : Effective talent level: 2.0 Power cost: 9 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 117.53 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)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. |
[vs. Prox's Lucky Halfling Foot (Tool)]This item will automatically be transmogrified when you leave the level. Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck / +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Trap disarming bonus: +0 (-5) Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 45 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. Prox's Lucky Halfling Foot (Tool)]This item will automatically be transmogrified when you leave the level. ash totem of thorny skin [power 27] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck Trap disarming bonus: +0 (-5) It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mull the Shalore Doombringer level 9
13rd Dusk 122nd year of Ascendancy at 18:28 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Mull the Shalore Doombringer level 5
78th Pyre 122nd year of Ascendancy at 00:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Mull the Shalore Doombringer level 10
30th Dusk 122nd year of Ascendancy at 08:11 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Mull the Shalore Doombringer level 10
30th Dusk 122nd year of Ascendancy at 12:25 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Mull the Shalore Doombringer level 17
6th Decay 122nd year of Ascendancy at 19:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Mull the Shalore Doombringer level 8
6th Mirth 122nd year of Ascendancy at 21:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Mull the Shalore Doombringer level 8
8th Mirth 122nd year of Ascendancy at 23:54 see stats
Log
Ivurinor the gigantic gravity worm's gravity area effect hits Mull for (14 absorbed), 0 physical (0 total damage).
Mull loses 51 health to the soulburn.
Mull's surge ends.
Mull receives 16 healing.
Mull casts Wraithform.
Mull turns into a wraith.
Ivurinor the gigantic gravity worm shoots!
Your shield crumbles under the damage!
The shield around Mull crumbles.
Mull resists the mind attack!
Mull resists the mind attack!
Ivurinor the gigantic gravity worm's Shoot hits Mull for (32 absorbed), 24 physical, 4 physical, 6 mind, 2 physical, 3 mind (42 total damage).
Mull resists the mind attack!
Mull resists the mind attack!
Ivurinor the gigantic gravity worm's Shoot hits Mull for 56 physical, 4 physical, 6 mind, 2 physical, 3 mind (74 total damage).
Ivurinor the gigantic gravity worm's gravity area effect hits Mull for 14 physical damage.
Mull loses 51 health to the soulburn.
Talent Abduction is ready to use.
Mull receives 16 healing.
Ivurinor the gigantic gravity worm shoots!
Mull casts Fiery Aegis.
A shield forms around Mull.
Mull resists the mind attack!
Ivurinor the gigantic gravity worm's Shoot hits Mull for (64 absorbed), 0 physical, (9 absorbed), 0 physical, (13 absorbed), 0 mind, (2 absorbed), 0 physical, (3 absorbed), 0 mind (0 total damage).
Your shield crumbles under the damage!
The shield around Mull crumbles.
Ivurinor the gigantic gravity worm is on fire!
Saving game...



































































































