










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.0Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Berserker |
| Level / Exp | 22 / 78% |
| Size | big |
| Lifes / Deaths | Killed by Subject Z at level 22 on the 3rd Allure 123rd year of Ascendancy at 10:42 / 1 |
Primary Stats
| Strength | 56 (base 43) |
| Dexterity | 14 (base 11) |
| Constitution | 70 (base 51) |
| Magic | 13 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -102/742 |
| Stamina | 160/198 |
| Healing Factor | 1.4749999999999 |
| Regeneration | 6.5637499999998 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 39 |
| Crit Chance | 17% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Light | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 42.292304923968 (86.818181818182%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 25 |
| Physical Save | 46 |
| Spell Save | 24 |
| Mental Save | 35 |
Defense: Resistances
| Darkness | + 15%( 70%) |
| Light | + 48%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 24%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 26% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse 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 create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 2 physical, 4 lightning, 4 acid |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 91 damage per debuff cleansed. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 620% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 1.30 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 4 blight, 4 acid, 4 lightning Prismatic Shield |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+10). Continuum Destabilization |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion 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 successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by Betomina the assassin. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of faeros ash. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. miner's pair of iron boots of speed (0 def, 5 armour) (On feet)]miner's pair of iron boots of speed (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +2% (-) Infravision radius: +1 (-) Movement speed: +25% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+7 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | [vs. miner's iron pickaxe (dig speed 30 turns) (Tool)]miner's iron pickaxe (dig speed 30 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: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. psionicist's steel ring of perseverance (On fingers, 1 of 2)]psionicist's steel ring of perseverance Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2(-) Wil Mental save: +4 (+2 eff.) (-) Stun/Freeze immunity: +20% (-) Life regen: +2.00 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. psionicist's steel ring of perseverance (On fingers, 1 of 2)]warrior's gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +0(-2) Wil Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-2.00) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. nightruned rough leather belt of the giants (Around waist)]nightruned rough leather belt of the giants Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) (-) Changes resistances: +6%(-) light / +5%(-) darkness Spell save: +5 (+2 eff.) (-) Size category: +1 (-) A belt that goes around your waist. |
| In main hand | [vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]stralite greatsword of phasing (50-80 power, 17 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +17 (-) Crit. chance: +4.5% (-) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +16% (-) Massive two-handed swords. |
| On hands | [vs. Kindlebane (0 def, 2 armour) (On hands)]Kindlebane (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 8 Damage (Melee): 0(-20) item blight disease Changes stats: +3(-) Str / +4(-) Wil / +3(-) Con Changes resistances: +5%(-) arcane / +6%(-) light Changes resistances penetration: +25%(-) blight / +10%(-) arcane Talent masteries: +0.20(-) Technique / Grappling Disarm immunity: +26% (-) Light radius: +3 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +3 (+3 eff.) (-) Fatigue: +12% (-) Changes resistances: +15%(-) cold Life regen: +2.20 (-) Stamina each turn: +1.10 (-) A suit of armour made of mail. |
| Cloak | [vs. elven-silk cloak 'Flashsin' (3 def, 0 armour) (Cloak)]elven-silk cloak 'Flashsin' (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+3 eff.) (-) Changes stats: +3(-) Dex / +3(-) Mag / +4(-) Wil / +3(-) Cun / +1(-) Con Grants telepathy: Dragon Physical save: +22 (+8 eff.) (-) Mental save: +22 (+11 eff.) (-) Only die when reaching: -100.00 life (-) Light radius: +3 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Withering Orbs (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5(-) mind Damage (Ranged): 5(-) mind Mindpower: +5 (+2 eff.) (-) See stealth: +10 (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion (res 17%; physical; dur 4; cd 13) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.acid wave rune of the warrior (damage 236; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 236.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Rune: Shatter Afflictions [shatter afflictions rune of the titan (absorb 53; cd 23)] (on body)]shatter afflictions rune of the warrior (absorb 84; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22(-2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84(-7) damage per debuff cleansed. Its effects scale with your -Constitution, +Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.shielding rune of the warrior (absorb 252; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 252 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune of the wizard (range 33; cd 19) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Withering Orbs (Around neck)]restful copper amulet of cunning (+2) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +2 Cun Life regen: +2.00 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. Withering Orbs (Around neck)]warrior's copper amulet of magic (+2) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 0(-5) mind Damage (Ranged): 0(-5) mind Changes stats: +2 Mag Changes resistances: +6% physical Stamina each turn: +0.20 Mindpower: +0 (+0 eff.) (-5 (-2 eff.)) See stealth: +0 (-10) See invisible: +0 (-10) Amulets can have magical properties. |
[vs. psionicist's steel ring of perseverance (On fingers, 1 of 2)]mule's copper ring of frost (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +0(-2) Wil Changes resistances: +22% cold Changes damage: +11% cold Maximum encumbrance: +20 Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-2.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. psionicist's steel ring of perseverance (On fingers, 1 of 2)]warrior's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +0(-2) Wil Mental save: +0 (+0 eff.) (-4 (-2 eff.)) Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-2.00) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]Kor's Fall (10-12 power, 0 apr, darkness element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-40.0 - -68.0) Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +0 (-17) Crit. chance: +1.5% (-3.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-16%) When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+7 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 70.77 physical damage to all targets in a line. Each target takes an additional 30% damage for each magical debuff they are afflicted with. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Dimblast the steel battleaxe (19.5-29.25 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3(-30.5 - -50.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 (-15) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 23% chance to reduce all saves and defense by 16 Damage Shield penetration (this weapon only): +0% (-16%) Damage (Melee): +20 acid / +14 mind Damage (radius 1) on hit: +20 lightning Damage (radius 2) on crit: +8 acid When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances: +15% acid / +6% darkness Massive two-handed battleaxes. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]Bill's Tree Trunk (30-51 power, 7 apr) Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0(-20.0 - -29.0) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 (-10) Crit. chance: +1.5% (-3.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-16%) When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]flaming steel greatmaul of massacre (38.5-57.75 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.5 - 57.8(-11.5 - -22.3) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-15) Crit. chance: +1.0% (-3.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-16%) Damage (radius 1) on hit: +10 fire Massive two-handed mauls. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming steel greatmaul of massacre (37-55.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5(-13.0 - -24.5) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-15) Crit. chance: +1.0% (-3.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-16%) Damage (radius 1) on hit: +10 fire Massive two-handed mauls. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming steel longsword (17.5-24.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5(-32.5 - -55.5) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-14) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-16%) Damage (radius 1) on hit: +8 fire Sharp, long, and deadly. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. plaguebringer's steel longsword of shearing (14.5-20.3 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3(-35.5 - -59.7) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-14) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 8 Damage Shield penetration (this weapon only): +0% (-16%) Damage (Melee): +6 blight When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +6% all Disease immunity: +13% Sharp, long, and deadly. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel mace of corruption (16-22.4 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4(-34.0 - -57.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-14) Crit. chance: +1.0% (-3.5%) Attack speed: 100% (-) When this weapon hits: Curse of Impotence (20% chance level 2). Damage Shield penetration (this weapon only): +0% (-16%) Blunt and deadly. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. steel dagger of evisceration (12-15.6 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6(-38.0 - -64.4) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +6 (-11) Crit. chance: +5.0% (+0.5%) Attack speed: 100% (-) On weapon crit: + Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +0% (-16%) When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Sharp, short and deadly. |
[vs. stralite greatsword of phasing (50-80 power, 17 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Infernovengeance (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-45.0 - -74.5) Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+1) Crit. chance: +3.0% (-1.5%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +0% (-16%) Damage (radius 2) on crit: +16 fire When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Cun / +4 Dex Changes resistances penetration: +20% fire Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Critical mult.: +9.00% 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. |
This item will automatically be transmogrified when you leave the level.acidic steel shield of arcane resistance (+12%) (0 def, 4 armour, 39.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 2 acid Changes resistances: +12% arcane Talent granted: +1 Block Handheld deflection devices. |
[vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]enlightening iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-4) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (-) Changes stats: +4 Cun / +3 Wil Changes resistances: +0%(-15%) cold Mental save: +12 (+5 eff.) Life regen: +0.00 (-2.20) Stamina each turn: +0.00 (-1.10) A suit of armour made of mail. |
[vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-4) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (-) Changes resistances: +0%(-15%) cold Life regen: +0.00 (-2.20) Stamina each turn: +0.00 (-1.10) A suit of armour made of mail. |
[vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Obsidianbreacher the steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-2) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (-) Effects on melee hit: * 20% chance to reduce armor by 17% Changes resistances: +6% acid / +12% temporal / +6% darkness / +0%(-15%) cold / +6% arcane Changes damage: +3% darkness Spell save: +11 (+6 eff.) Life regen: +0.00 (-2.20) Stamina each turn: +0.00 (-1.10) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
[vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]rejuvenating steel mail armour (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 (-2) Defense: +2 (+2 eff.) (-1 (-1 eff.)) Fatigue: +12% (-) Changes resistances: +0%(-15%) cold Life regen: +2.80 (+0.60) Stamina each turn: +0.50 (-0.60) A suit of armour made of mail. |
[vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]radiant dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 (+5) Defense: +3 (+3 eff.) (-) Fatigue: +5% (-7%) Changes stats: +3 Wil Changes resistances: +11% blight / +0%(-15%) cold / +15% darkness Physical save: +7 (+2 eff.) Life regen: +0.00 (-2.20) Stamina each turn: +0.00 (-1.10) Light radius: +1 A suit of armour made of mail. |
[vs. rejuvenating dwarven-steel mail armour of cold resistance (3 def, 8 armour) (Main armor)]steel plate armour of the deep (0 def, 10 armour) Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +10 (+2) Defense: +0 (+0 eff.) (-3 (-3 eff.)) Fatigue: +22% (+10%) Changes resistances: +6% acid / +6%(-9%) cold Allows you to breathe in: water Life regen: +0.00 (-2.20) Stamina each turn: +0.00 (-1.10) A suit of armour made of metal plates. |
[vs. elven-silk cloak 'Flashsin' (3 def, 0 armour) (Cloak)]regal linen cloak (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-2 (-2 eff.)) Changes stats: +0(-3) Dex / +0(-3) Mag / +2(-2) Wil / +0(-3) Cun / +0(-1) Con Grants telepathy: Dragon Physical save: +0 (+0 eff.) (-22 (-8 eff.)) Mental save: +6 (+3 eff.) (-16 (-8 eff.)) Only die when reaching: +0.00 life (+100.00 life) Light radius: +0 (-3) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Kindlebane (0 def, 2 armour) (On hands)]radiant iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 (-1) Fatigue: +1% (-2%) Damage (Melee): 6 light / 0(-20) item blight disease Changes stats: +3(-) Str / +0(-4) Wil / +0(-3) Con Changes resistances: +6%(-) light / +0%(-5%) arcane Changes resistances penetration: +0%(-25%) blight / +0%(-10%) arcane Changes damage: +4% light Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-26%) Light radius: +0 (-3) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Kindlebane (0 def, 2 armour) (On hands)]radiant iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 (-1) Fatigue: +1% (-2%) Damage (Melee): 6 light / 0(-20) item blight disease Changes stats: +3(-) Str / +0(-4) Wil / +0(-3) Con Changes resistances: +5%(-1%) light / +0%(-5%) arcane Changes resistances penetration: +0%(-25%) blight / +0%(-10%) arcane Changes damage: +3% light Talent mastery: +0.00(-0.20) Technique / Grappling Disarm immunity: +0% (-26%) Light radius: +0 (-3) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Hazehunt (0 def, 11 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +2.0% Armour: +11 (+5) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +6% cold / +6% fire Changes resistances penetration: +5% cold Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) Maximum stamina: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]dragonslayer's iron helm of trickery (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +2 Dex / +0(-4) Wil / +2 Cun / +0(-5) Con Changes resistances: +6% acid / +6% fire / +7% cold / +6% lightning Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]iron helm of dexterity (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: +5% (-3%) Changes stats: +0(-5) Str / +2 Dex / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-7 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 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. |
6 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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+1 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. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Summertide Phial (Light source)]brass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Mental save: +5 (+2 eff.) Light radius: +3 (-2) See stealth: +7 See invisible: +5 Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. miner's iron pickaxe (dig speed 30 turns) (Tool)]woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Changes resistances: +10% nature Changes damage: +6% nature Infravision radius: +0 (-2) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By FatDaddy the Cornac Berserker level 14
58th Dusk 122nd year of Ascendancy at 23:11 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By FatDaddy the Cornac Berserker level 19
42nd Haze 122nd year of Ascendancy at 12:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By FatDaddy the Cornac Berserker level 10
7th Mirth 122nd year of Ascendancy at 10:09 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By FatDaddy the Cornac Berserker level 20
43rd Haze 122nd year of Ascendancy at 14:55 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By FatDaddy the Cornac Berserker level 11
2nd Flare 122nd year of Ascendancy at 08:02 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By FatDaddy the Cornac Berserker level 21
66th Haze 122nd year of Ascendancy at 06:37 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By FatDaddy the Cornac Berserker level 10
10th Mirth 122nd year of Ascendancy at 12:44 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By FatDaddy the Cornac Berserker level 21
67th Haze 122nd year of Ascendancy at 06:27 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By FatDaddy the Cornac Berserker level 11
25th Dusk 122nd year of Ascendancy at 22:22 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By FatDaddy the Cornac Berserker level 21
66th Haze 122nd year of Ascendancy at 15:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By FatDaddy the Cornac Berserker level 19
23rd Haze 122nd year of Ascendancy at 16:33 see stats
Log
Talent Rush is ready to use.
Deep Wound from Subject Z hits FatDaddy for 26 physical damage.
Subject Z casts Phase Door.
FatDaddy looks a little pale around the edges.
FatDaddy slows down.
Deep Wound from Subject Z hits FatDaddy for 26 physical damage.
FatDaddy is not stunned anymore.
FatDaddy's deep wound closes.
Talent Infusion: Healing is ready to use.
Subject Z casts Shadowstep.
Subject Z performs a melee critical strike against FatDaddy!
Subject Z performs a melee critical strike against FatDaddy!
FatDaddy shrugs off Subject Z's 'Deep Wound'!
FatDaddy is not dazed!
Talent Death Dance is ready to use.
Subject Z hits FatDaddy for 75 darkness, 36 darkness, 96 darkness, 36 darkness (243 total damage).
FatDaddy uses Infusion: Healing.
FatDaddy receives 240 healing from Infusion: Healing.
FatDaddy casts Rune: Prismatic.
FatDaddy summons a prismatic shield to protect him!
Subject Z uses Flurry.
Subject Z performs a melee critical strike against FatDaddy!
Subject Z performs a melee critical strike against FatDaddy!
FatDaddy shrugs off Subject Z's 'Deep Wound'!
Saving game...

























































































