









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Items Vault 1.5.0Donators/Buyers bonus! Ruined Cave Floor Sort 1.3.0Modifies Embers of Rage's Ruined Cave to sort items dropped on the floor, similar to the Sher'Tul Fortress storage room. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Das Blinkenlights 1.3.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Steam for the Arena 1.5.0Adds steam generators, medical injectors, steamguns and steamsaws to the Arena shop. NOTE: This overoads stores, so I do not recomend using it for anything else than Arena runs. Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. 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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 23 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Xanydhebeth the storm drake hatchling at level 10 on the 10th Mirth 122nd year of Ascendancy at 15:37 0 / 6Killed by Belossra the rattlesnake at level 13 on the 3rd Summertide 122nd year of Ascendancy at 07:17 Killed by Iseth the squid at level 21 on the 3rd Haze 122nd year of Ascendancy at 19:25 Killed by Saloma the boiling horror at level 21 on the 4th Haze 122nd year of Ascendancy at 15:56 Killed by Elurin the cold drake hatchling at level 22 on the 14th Haze 122nd year of Ascendancy at 21:11 Killed by Cyrigath the snow giant at level 23 on the 17th Haze 122nd year of Ascendancy at 15:28 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 22 (base 11) |
| Magic | 60 (base 52) |
| Willpower | 62 (base 34) |
| Cunning | 30 (base 22) |
Resources
| Life | -280/422 |
| Mana | 289/484 |
| Steam | 100/100 |
| Soul | 12/12 |
| Healing Factor | 1.2037500000001 |
| Regeneration | 3.5510625000002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 6 |
| See Stealth | 25.082562303769 |
| See Invisible | 25.082562303769 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 12 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +33% |
| Arcane | +9% |
| All | +3% |
Offense: Damage Penetration
| Darkness | +20% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 3 (35.629139072848%) |
| Defense | 23 |
| Ranged Defense | 25 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 20 |
| Mental Save | 30 |
Defense: Resistances
| Cold | + 25%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 21%( 70%) |
| Darkness | + 14%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 10%( 70%) |
| Fire | + 25%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 30% |
| Instadeath Resistance | 100% |
| Poison Resistance | 30% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental or magical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is dazed, rendering it unable to move, halving all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage will remove the daze. Dazed |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the repented thief from death by Emeliwe the red jelly. Escort: repented thief (level 1 of Daikara) | failed |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. | 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 | Hathyvor the pair of rough leather boots (0 def, 1 armour) =carry2b=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +24% lightning / +12% cold / +6% arcane / +12% fire Maximum encumbrance: +25 Physical save: +6 (+3 eff.) A pair of boots made of leather. |
| Light source | alchemist's lamp 'Beafang'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Fatigue: -2% Changes stats: +1 Str / +3 Mag Changes damage: +3% all Light radius: +6 Infravision radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | thaloren rough leather cap of knowledge (0 def, 1 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Cun / +6 Wil Changes resistances: +6% blight Mental save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) A cap made of leather. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 19 power out of 13/25) : Effective talent level: 3.0 Power cost: 19 out of 13/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | AdynorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Fatigue: -4% Changes stats: +5 Str / +7 Dex / +4 Wil / +9 Con Changes resistances penetration: +10% mind Maximum psi: +20.00 Rings can have magical properties. |
| On fingers | Durodor the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 4 mind Changes stats: +4 Dex / +4 Wil Changes resistances penetration: +15% mind Life regen: +0.70 Maximum life: +46.00 Infravision radius: +3 Healing mod.: +11% Rings can have magical properties. |
| Around waist | Baladerim the rough leather belt =carry1a=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -5% Maximum encumbrance: +20 Maximum life: +20.00 Maximum stamina: +10.00 A belt that goes around your waist. |
| In main hand | Alukhad the dragonbone starstaff (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +9 (+5 eff.) Physical crit. chance: +7.0% Physical power: +12 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 23% chance to blind Damage when hit (Melee): 4 arcane Changes damage: +6% arcane / +30% darkness Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +22 (+6 eff.) Spell crit. chance: +8% Light radius: +7 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 28.05 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Eleneldir the rough leather gloves (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 Changes stats: +2 Cun / +3 Str Changes resistances: +3% lightning Blindness immunity: +20% Disease immunity: +10% Stun/Freeze immunity: +20% Mental crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Voidstrike the woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 12 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +18% light Changes resistances penetration: +20% darkness Poison immunity: +30% Disease immunity: +30% Cut immunity: +30% Life regen: +2.00 Mana each turn: +0.14 Psi each turn: +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | Ulfiziladil the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 12 mind Changes stats: +4 Wil / +2 Con Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: +26 (+6 eff.) Psi when firing a critical mind attack: +4.00 Amulets can have magical properties. |
Inventory
medical injector implant of the wizard (efficiency 128% / cooldown 91%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 91%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion (heal 20)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 20 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 80)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+8 for 9 turns, die at -180)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 9 turns. While Heroism is active, you will only die when reaching -180 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (426% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 426% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 99 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 99 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 12% for 5 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 ability. |
wild infusion (resist 15%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 15% for 5 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 ability. |
acid wave rune of the duelist (29 acid damage; disarm 5 turns with power 33)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 28.54 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 33 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Dexterity 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. |
biting gale rune of the warrior (23 cold damage; freeze 3 turns with power 31)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 23.11 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 31 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
manasurge rune (600% regen over 10 turns; 30 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 106 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: 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 106 damage for 4 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 23)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 23 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 48)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. Its effects scale with your Constitution 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. |
This item will automatically be transmogrified when you leave the level.schematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item of type 'weapon' On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ashsorrow the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 12 mind / 12 fire Damage when hit (Melee): 12 mind Changes resistances: +26% mind Changes resistances penetration: +20% mind Changes damage: +9% mind / +9% fire Confusion immunity: +34% Amulets can have magical properties. |
Betiraba the BlindpulverizerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 12 darkness Changes resistances: +12% darkness Changes resistances penetration: +20% lightning Changes damage: +12% darkness / +12% lightning Physical save: +16 (+8 eff.) Spell save: +16 (+4 eff.) Mental save: +18 (+4 eff.) Amulets can have magical properties. |
Duryran the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 8 acid Changes stats: +3 Con Life regen: +1.10 Amulets can have magical properties. |
EmeloyalaithInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Cun Changes resistances: +9% blight / +6% temporal / +6% darkness / +6% arcane Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 200 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Shadebringer the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness / 8 fire Changes stats: +4 Cun Changes resistances penetration: +5% darkness Changes damage: +6% darkness / +6% fire Stealth bonus: +20 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Amulets can have magical properties. |
Smearpiety the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 8 nature Damage when hit (Melee): 16 mind Changes resistances: +11% lightning Changes resistances penetration: +5% nature / +15% mind Changes damage: +9% nature Stun/Freeze immunity: +23% Amulets can have magical properties. |
copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet 'Grinulathadondur'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes damage: +3% acid / +6% mind Talent mastery: +0.15 Spell / Advanced necrotic minions Critical mult.: +10.00% Amulets can have magical properties. |
gold amulet 'Nerille'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 8 physical Changes resistances: +14% nature / +15% blight Physical save: +9 (+4 eff.) Poison immunity: +30% Disease immunity: +32% Healing mod.: +5% Amulets can have magical properties. |
grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Stun/Freeze immunity: +24% Amulets can have magical properties. |
insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% cold / +11% fire Amulets can have magical properties. |
steel amulet 'Sunquake'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 12 light / 8 darkness Changes resistances: +12% darkness / +12% temporal Changes damage: +6% light Pinning immunity: +23% Knockback immunity: +23% Light radius: +3 Amulets can have magical properties. |
AerunnInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% mind / +9% nature Changes damage: +13% mind Mental save: +6 (+1 eff.) Poison immunity: +15% Silence immunity: +5% Confusion immunity: +20% Rings can have magical properties. |
Aerylraba the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes resistances: +3% blight / +11% temporal Changes resistances penetration: +20% blight Changes damage: +11% temporal Physical save: +15 (+7 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
CorpsebutcherInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% blight / +24% cold / +9% nature / +3% temporal Changes damage: +12% cold Talent on hit(nature): Slime Spit (5% chance level 1). Rings can have magical properties. |
GloreyassraInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage (Melee): 8 physical Changes resistances: +12% mind Changes damage: +12% mind Critical mult.: +3.00% Physical save: +10 (+5 eff.) Rings can have magical properties. |
Islura the ShockborePowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 8 lightning Changes stats: +4 Str Changes resistances penetration: +15% lightning Silence immunity: +27% Stamina each turn: +0.80 Mana each turn: +0.14 Healing mod.: +10% Rings can have magical properties. |
SkybloodInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Mental save: +6 (+1 eff.) Confusion immunity: +23% Rings can have magical properties. |
agate ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
marksman's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) Physical power: +7 (+2 eff.) Changes stats: +4 Dex Spellpower: +6 (+2 eff.) Mindpower: +9 (+3 eff.) Rings can have magical properties. |
mule's gold ring of perseverance =carry0a=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Stun/Freeze immunity: +28% Life regen: +1.80 Rings can have magical properties. |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings can have magical properties. |
Porodanne (102% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness / +8 physical Damage against: +9% Living When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +4 Changes stats: +5 Str Physical save: +9 (+4 eff.) Life regen: +1.20 Sharp, short and deadly. |
Sparkjeer the steel dagger (102% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 102% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature / +5 temporal When wielded/worn: Changes stats: +5 Cun / +4 Dex Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Infravision radius: +2 Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
This item will automatically be transmogrified when you leave the level.ash magestaff 'Duskfoe' (111% power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to blind Damage (Melee): 12 darkness Changes resistances: +15% nature / +12% acid Changes resistances penetration: +10% darkness Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 28.05 light damage. Staves designed for wielders of magic, by the greats of the art. |
Tarradir the Prismspar (124% power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +9.5% Attack speed: 100% On weapon hit: * 25% chance to cause random gloom Damage (Melee): +11 mind When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +2.0% Armour: +4 Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +3 Wil Changes damage: +12% physical One-handed war axes. |
Beyleg the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Changes stats: +1 Dex / +2 Mag / +1 Con Mental save: +6 (+1 eff.) Life regen: +0.60 Maximum stamina: +5.00 Mindpower: +4 (+1 eff.) Movement speed: +20% A belt that goes around your waist. |
Mighty Girdle =carry1b=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife =undead=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Armedunalach the cashmere cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Damage (Melee): 8 blight Changes stats: +7 Mag Physical save: +10 (+5 eff.) Spell save: +20 (+5 eff.) Spellpower: +8 (+2 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackveil (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 8 darkness Damage when hit (Melee): 8 darkness Changes stats: +3 Wil / +3 Mag Changes resistances: +9% blight Changes damage: +6% darkness Spell save: +9 (+2 eff.) Maximum mana: +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthiruileg (10 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +10 (+3 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 physical Changes resistances: +1% physical Knockback immunity: +5% Stamina each turn: +0.40 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningsweep (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage (Melee): 8 light Damage when hit (Melee): 8 light Changes stats: +4 Cun / +4 Wil Changes resistances: +15% light / +6% acid Changes resistances penetration: +10% light Changes damage: +12% light Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Belidir' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 blight Changes stats: +1 Str / +2 Con Changes resistances: +18% blight Changes resistances penetration: +5% blight / +10% mind Changes damage: +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Grinynarikan the woollen robe (6 def, 0 armour) =main=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +1 Wil Changes resistances: +7% blight Changes resistances penetration: +6% all Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Life regen: +2.70 Maximum life: +45.00 Healing mod.: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 15.99 to 19.99 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe 'Zubayalaith' (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +6 Dex / +2 Lck Changes resistances: +10% mind / +14% darkness Talent mastery: +0.20 Wild-gift / Harmony Physical save: +12 (+6 eff.) Spell save: +12 (+3 eff.) Mental save: +26 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamrage the pair of rough leather boots (9 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Changes stats: +5 Lck / +4 Dex Changes resistances: +6% cold Changes damage: +9% light Stealth bonus: +7 Light radius: +3 A pair of boots made of leather. |
Yvebeth the pair of rough leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +1% Changes stats: +4 Con Changes resistances: +6% cold / +5% fire / +1% physical Stamina each turn: +0.40 A pair of boots made of leather. |
Magmaslice the rough leather gloves (0 def, 1 armour) =main=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Changes stats: +4 Mag Changes damage: +6% fire Physical save: +6 (+3 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +23% Vim when firing critical spell: +1.00 Spell crit. chance: +2% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 45.99 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
hardened leather gloves 'Tulazilarand' (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Changes resistances: +12% light / +9% arcane Physical save: +7 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +7 (+1 eff.) Poison immunity: +10% Disarm immunity: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hoyasta the iron helm (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: +3 Fatigue: +5% Changes stats: +3 Cun / +4 Str Changes damage: +21% blight / +1% all Movement speed: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Olokhad the Mucusquench (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +6 Str / +6 Dex Changes resistances: +9% temporal Physical save: +20 (+10 eff.) Blindness immunity: +20% Silence immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Strikehack the rough leather hat (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 lightning / 4 nature Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +15% nature Changes damage: +3% lightning Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Talent on hit(nature): Acidfire (5% chance level 1). Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
cashmere wizard hat 'Duvulathabers' (8 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Defense: +8 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +19% fire Changes damage: +12% acid / +13% fire A pointy cloth hat, very wizardly... |
Obsidianbane (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +9% blight / +3% temporal / +6% darkness Mental save: +3 (+0 eff.) Silence immunity: +10% Pinning immunity: +15% Combat speed: +15% Casting speed: +15% Mental speed: +15% 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 leather. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Loamrage the dwarven-steel pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Fatigue: -6% Changes stats: +5 Str Changes resistances: +9% arcane Changes damage: +6% nature Reduces incoming crit damage: 5.00% Silence immunity: +25% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Yvemira' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Damage (Melee): 8 mind Changes stats: +2 Str / +5 Cun Changes resistances: +7% physical Equilibrium when hit: +0.24 Psi when firing a critical mind attack: +5.00 Psi per kill: +6.00 Maximum psi: +20.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
2 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 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
BrightmightInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 15% chance to blind Damage (Melee): 12 physical Changes stats: +1 Str Changes resistances: +1% physical Mental save: +5 (+1 eff.) Life regen: +0.40 Light radius: +2 See stealth: +6 See invisible: +6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 185 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
good focus lensPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'head' When attach to an other item: Infravision radius: +6 Sight radius: +1 See stealth: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
Daimatosta the Brightoath [power 25] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Fatigue: -6% Damage (Melee): 8 light Damage when hit (Melee): 8 light Changes stats: +4 Con Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 19 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Voruta' [power 51] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage (Melee): 4 mind Changes stats: +2 Dex / +2 Mag / +1 Cun Changes resistances: +9% mind Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 19 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Grinivor [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +12% arcane Cut immunity: +5% Confusion immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +20% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
Toradendil the yew totem of healing [power 137] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +2 Changes damage: +3% mind Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Mental crit. chance: +2% Talent on hit(mindpower): Slime Spit (5% chance level 2). It can be used to heal a target within range 8 (based on Willpower) for 137, putting all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Aryda the Strikelore [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 8 lightning Damage when hit (Melee): 16 nature Changes resistances penetration: +10% lightning Changes damage: +15% nature It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of clairvoyance [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 68 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Acererac the Cornac Necromancer level 14
11st Dusk 122nd year of Ascendancy at 13:55 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Acererac the Cornac Necromancer level 22
16th Haze 122nd year of Ascendancy at 01:59 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Acererac the Cornac Necromancer level 10
9th Mirth 122nd year of Ascendancy at 12:28 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Acererac the Cornac Necromancer level 20
78th Dusk 122nd year of Ascendancy at 04:58 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Acererac the Cornac Necromancer level 21
3rd Haze 122nd year of Ascendancy at 04:25 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Acererac the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 01:23 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Acererac the Cornac Necromancer level 9
8th Mirth 122nd year of Ascendancy at 01:15 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Acererac the Cornac Necromancer level 22
15th Haze 122nd year of Ascendancy at 10:04 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Acererac the Cornac Necromancer level 22
17th Haze 122nd year of Ascendancy at 11:40 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Acererac the Cornac Necromancer level 19
77th Dusk 122nd year of Ascendancy at 22:55 see stats
Log
Cold drake hatchling hits Acererac for 33 physical damage.
Araletta the gaeramarth uses Web.
Acererac is pinned to the ground.
Cold drake hatchling misses Acererac.
Cold drake hatchling misses Acererac.
Cold drake hatchling misses Acererac.
Acererac is no longer out of phase.
Araletta the gaeramarth seems to search the ground...
Cold drake hatchling misses Acererac.
Cold drake hatchling hits Acererac for 35 physical damage.
Acererac hits Cold drake hatchling for 4 arcane, 14 darkness, 24 fire (41 total damage).
Acererac hits Cold drake hatchling for 4 arcane, 14 darkness, 24 fire (42 total damage).
Cold drake hatchling hits Acererac for 36 physical damage.
Araletta the gaeramarth rushes out!
Araletta the gaeramarth performs a melee critical strike against Acererac!
Character control switched to Cyrigath the snow giant.
Something hits Something for (17 resist armour), 7 fire, (3 resist armour), 0 arcane, (12 resist armour), 0 darkness (7 total damage).
Something hits Something for 310 nature damage.
Cyrigath the snow giant converts some damage to Psi!
Something hits Cyrigath the snow giant for 27 to psi, 30 physical, 3 to psi, 4 darkness, 2 to psi, 3 arcane (69 total damage).
Something hits Cyrigath the snow giant for 25 to psi, 29 physical, 3 to psi, 4 darkness, 2 to psi, 3 arcane (67 total damage).
Cyrigath the snow giant converts some damage to Psi!
Something hits Cyrigath the snow giant for 21 to psi, 24 physical, 1 to psi, 2 cold, 3 to psi, 4 fire (55 total damage).
Cyrigath the snow giant hits Something for 2 cold damage.
Cyrigath the snow giant casts Self-destruction.
You feel a surge of power as a powerful creature falls nearby.
You collect a new ingredient: snow giant kidney (1).
Character control switched to Acererac.
Saving game...








































































































