










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Temporal Warden |
| Level / Exp | 21 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Velaremira the skeleton mage at level 21 on the 1st Haze 122nd year of Ascendancy at 20:31 / 1 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 45 (base 39) |
| Constitution | 15 (base 10) |
| Magic | 55 (base 48) |
| Willpower | 23 (base 12) |
| Cunning | 22 (base 10) |
Resources
| Life | -142/508 |
| Paradox | 360 |
| Healing Factor | 1.0405405405405 |
| Regeneration | 39.800675675674 |
Speed
| Mental | +9.9920072216264E-13% |
| Attack | +9.9920072216264E-13% |
| Movement | +3.9968028886506E-12% |
| Spell | +9.9920072216264E-13% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 53 |
| Crit Chance | 12% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 53 |
| Crit Chance | 14% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 7% |
| Speed | 0.99999999999999 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 0.99999999999999 |
Offense: Damage Bonus
| Acid | +4% |
| Temporal | +3% |
| Lightning | +22% |
| Fire | +12% |
| Nature | +3% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +5% |
| Temporal | +20% |
| Blight | +40% |
| Physical | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 37.335093952971 (48.103448275862%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 23 |
| Physical Save | 26 |
| Spell Save | 41 |
| Mental Save | 24 |
Defense: Resistances
| Physical | + 7%( 70%) |
| Acid | + 17%( 70%) |
| Light | + 8%( 70%) |
| Lightning | + 27%( 70%) |
| Cold | + 17%( 70%) |
| Arcane | + 16%( 70%) |
| Fire | + 8%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 11% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse 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 wave of acid in a cone of radius 6, doing 110.24 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 49 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 190 life over 5 turns. |
Class Talents
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Weapon Folding |
| detrimental effect | The target is on fire, taking 40.81 fire damage per turn. Burning |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 38.00 life per turn. Regeneration |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 16 defense. Evasion |
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 |
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 Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You must explore the morass. | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 wretchling eyeball. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
Equipment
| On feet | [vs. Voryrin (13 def, 10 armour) (On feet)]Voryrin (13 def, 10 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +10 (-) Defense: +13 (+5 eff.) (-) Fatigue: +3% (-) Changes resistances: +3%(-) acid / +6%(-) light / +5%(-) arcane Spell save: +20 (+10 eff.) (-) Infravision radius: +2 (-) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Gloombloom the brass lantern (Light source)]Gloombloom the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8(-) arcane / 16(-) darkness Critical mult.: +5.00% (-) Blindness immunity: +20% (-) Confusion immunity: +11% (-) Mana when firing critical spell: +1.00 (-) Spell crit. chance: +1% (-) Light radius: +5 (-) See stealth: +6 (-) See invisible: +7 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Chargescar the dwarven-steel helm (0 def, 4 armour) (On head)]Chargescar the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Damage (Melee): 0(-30) item nature slow / 0(-30) item lightning daze Changes stats: +5(-) Str Changes resistances penetration: +15%(-) lightning / +25%(-) nature Changes damage: +3%(-) nature / +12%(-) lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Brodublek the rough leather gloves (0 def, 1 armour) (On hands)]Brodublek the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Physical power: +4 (+1 eff.) (-) Armour: +1 (-) Damage (Melee): 5(-) acid Changes resistances: +6%(-) acid Changes resistances penetration: +5%(-) physical Changes damage: +4%(-) acid Light radius: +1 (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. Relgodrakan the iron pickaxe (dig speed 29 turns) (Tool)]Relgodrakan the iron pickaxe (dig speed 29 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-40) item temporal energize / 0(-10) item blight disease Changes stats: +1(-) Str Changes resistances penetration: +25%(-) blight / +10%(-) temporal Lowers spell cool-downs by: 10% (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. solipsist's steel ring of pilfering (On fingers, 1 of 2)]solipsist's steel ring of pilfering Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +10 (-) Defense: +8 (+3 eff.) (-) Changes stats: +4(-) Cun / +5(-) Wil Mindpower: +7 (+3 eff.) (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 97% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. solipsist's steel ring of pilfering (On fingers, 1 of 2)]marksman's copper ring of lightning (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-1 (+0 eff.)) Armour penetration: +0 (-10) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Changes stats: +3 Dex / +0(-4) Cun / +0(-5) Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mindpower: +0 (+0 eff.) (-7 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet of magic (+3) (Around neck)]copper amulet of magic (+3) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Mag Amulets can have magical properties. |
| In main hand | [vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]steel longsword 'Lightdeath' (111% power, 3 apr) Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 111% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +8(-) acid / +10(-) cold / +8(-) arcane When wielded/worn: Damage when hit (Melee): 4(-) arcane Changes resistances: +5%(-) arcane Sharp, long, and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Emeleda (Around waist)]Emeleda Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Physical power: +11 (+3 eff.) (-) Defense: +9 (+3 eff.) (-) Ranged Defense: +9 (+3 eff.) (-) Changes stats: +4(-) Str / +4(-) Con Physical save: +20 (+13 eff.) (-) Only die when reaching: -60.00 life (-) Size category: +1 (-) A belt that goes around your waist. |
| In off hand | [vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 3)]steel dagger 'Blazequeller' (104% power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% (-6%) Range: 1.3x (-0.1x) Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+3) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 40% chance to daze at end of turn (+40%) - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage (Melee): +12 lightning / +4 temporal / +0(-8) arcane / +0(-8) acid / +0(-10) cold / +8 nature Burst (radius 1) on hit: +8 lightning / +8 temporal When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes resistances: +0%(-5%) arcane Changes resistances penetration: +10% lightning Sharp, short and deadly. Tap to cycle through comparison choices |
| Cloak | [vs. Vorulramira the Flashmortal (1 def, 5 armour) (Cloak)]Vorulramira the Flashmortal (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+1 eff.) (-) Effects on melee hit: * 30% chance to blind Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 4(-) light Changes resistances: +3%(-) light / +10%(-) cold Changes resistances penetration: +15%(-) blight / +5%(-) light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Fireripper (3 def, 15 armour) (Main armor)]Fireripper (3 def, 15 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 (-) Defense: +3 (+1 eff.) (-) Fatigue: +16% (-) Changes stats: +5(-) Cun / +6(-) Wil Changes resistances: +9%(-) acid / +7%(-) physical / +9%(-) fire / +7%(-) cold / +6%(-) arcane / +7%(-) lightning Changes resistances penetration: +10%(-) temporal Changes damage: +12%(-) fire / +3%(-) temporal Spell save: +15 (+7 eff.) (-) Mental save: +13 (+8 eff.) (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A suit of armour made of mail. |
Inventory
[vs. Infusion: Movement [movement infusion of the wizard (574% speed; 5 turns)] (on body)]This item will automatically be transmogrified when you leave the level. movement infusion of the duelist (452% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 452%(-137%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6(+1) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Magic, +Dexterity 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 titan (+7 for 7 turns, die at -346)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: 29 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 7 for 7 turns. While Heroism is active, you will only die when reaching -346 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune of the titan (range 6; power 18; dur 5) 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: 9 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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.vision rune (radius 12; dur 14; see undead) 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: 25 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 21) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. copper amulet of magic (+3) (Around neck)]copper amulet of strength (+2) =Str= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +0(-3) Mag Amulets can have magical properties. |
[vs. copper amulet of magic (+3) (Around neck)]Earthen Beads =Escort heal= Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Mag / +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+3 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 172 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. copper amulet of magic (+3) (Around neck)]This item will automatically be transmogrified when you leave the level. Layodaba the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +0(-3) Mag / +3 Cun / +2 Con Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+3 eff.) Life regen: +1.70 Heals friendly targets nearby when you use a nature summon: +50 Amulets can have magical properties. |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. ash magestaff (111% power, 3 apr, cold element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+0%) Range: 1.2x (-0.2x) 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: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid / +0(-10) cold / +0(-8) arcane When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes resistances: +0%(-5%) arcane Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. ash magestaff 'Grinoroddavor' (115% power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 115% (+3%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Crit. chance: +6.0% (+3.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage Shield penetration (this weapon only): +40% Damage (Melee): +0(-8) acid / +0(-10) cold / +0(-8) arcane When wielded/worn: Physical power: +8 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Damage when hit (Melee): 0(-4) arcane Changes stats: +3 Dex / +2 Wil Changes resistances: +0%(-5%) arcane Changes damage: +17% lightning Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. cruel ash vilestaff of fate (111% power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% (+0%) Range: 1.2x (-0.2x) 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: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid / +0(-10) cold / +0(-8) arcane When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 0(-4) arcane Changes resistances: +0%(-5%) arcane Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Armithad (116% power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 116% (+4%) Range: 1.5x (+0.1x) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +13(+5) acid / +0(-10) cold / +0(-8) arcane Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 8(4) arcane Changes resistances: +5%(-) arcane Changes resistances penetration: +15% arcane Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Gunuthad the steel battleaxe (139% power, 12 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% (+28%) Range: 1.5x (+0.1x) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 (+9) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage Shield penetration (this weapon only): +34% Damage (Melee): +0(-8) acid / +0(-10) cold / +0(-8) arcane Burst (radius 2) on crit: +12 physical When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes stats: +5 Dex / +2 Mag Changes resistances: +0%(-5%) arcane Only die when reaching: -40.00 life Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel battleaxe 'Manyyamas' (116% power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 116% (+4%) Range: 1.5x (+0.1x) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-1) Crit. chance: +5.0% (+2.0%) Attack speed: 100% (-) On weapon hit: * 40% chance to corrode armour by 30% (+40%) + 25% chance for lightning to arc to a second target - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage Shield penetration (this weapon only): +40% Damage (Melee): +13 lightning / +0(-10) cold / +0(-8) arcane / +0(-8) acid Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes resistances: +12% acid / +3% physical / +0%(-5%) arcane Maximum stamina: +20.00 Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel greatmaul 'Lightimmortal' (138% power, 2 apr) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 138% (+26%) Range: 1.5x (+0.1x) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-1) Crit. chance: +1.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid / +0(-10) cold / +0(-8) arcane Burst (radius 2) on crit: +4 light When wielded/worn: Physical power: +9 (+3 eff.) Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 0(-4) arcane Changes stats: +5 Con Changes resistances: +15% nature / +0%(-5%) arcane Changes resistances penetration: +12% physical Mental save: +6 (+3 eff.) Disarm immunity: +18% Stun/Freeze immunity: +15% Light radius: +2 Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. arcing steel greatsword (129% power, 2 apr) Requires: - Magic 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% (+17%) Range: 1.6x (+0.2x) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-1) Crit. chance: +3.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage (Melee): +12 lightning / +0(-10) cold / +0(-8) arcane / +0(-8) acid When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes resistances: +0%(-5%) arcane Massive two-handed swords. Tap to cycle through comparison choices |
[vs. steel longsword 'Lightdeath' (111% power, 3 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Emelyrin the Flashbrace Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Power: 65% (-45%) Range: 1.1x (-0.3x) Uses stat: 0% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +0 (-3) Crit. chance: +0.0% (-3.0%) Attack speed: 125% (+25%) Firing range: +7 On weapon hit: - Projects up to 0 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: - splashes the target with acid Damage (Melee): +0(-8) acid / +0(-10) cold / +0(-8) arcane Damage (Ranged): +11 lightning Burst (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 0(-4) arcane Changes resistances: +0%(-5%) arcane / +21% fire Changes resistances penetration: +10% fire Changes damage: +11% lightning / +6% acid Slings are used to hurl stones or metal shots at your foes. Tap to cycle through comparison choices |
Layodabeth (15/15, 122% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 70% Dex, 0% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 On weapon hit: * 40% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning / +20 acid Burst (radius 1) on hit: +16 acid Shots are used with slings to pummel your foes to death. |
[vs. steel dagger 'Blazequeller' (104% power, 6 apr) (In off hand)]This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 40 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 Armour Penetration: +0 (-6) Crit. chance: +0.0% (-5.0%) Attack speed: inf% (inf%) On weapon hit: * 0% chance to daze at end of turn (-40%) Damage (Melee): +0(-12) lightning / +0(-4) temporal / +0(-8) nature Burst (radius 1) on hit: +0(-8) lightning / +0(-8) temporal When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances penetration: +0%(-10%) lightning Talent granted: +2 Block Handheld deflection devices. |
[vs. Fireripper (3 def, 15 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Ce'Nugann (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-15) Defense: +0 (+0 eff.) (-3 (-1 eff.)) Fatigue: +0% (-16%) Effects when hit in melee: * Slows global speed by 3% * 5 arcane resource burn Changes stats: +5 Str / +5 Mag / +5(-1) Wil / +0(-5) Cun Changes resistances: +8%(+1%) lightning / +0%(-7%) physical / +3%(-6%) acid / +7%(-) cold / +0%(-6%) arcane / +18%(+9%) fire Changes resistances penetration: +0%(-10%) temporal Changes damage: +7% lightning / +6% physical / +9% cold / +0%(-3%) temporal / +12%(-) fire Critical mult.: +10.00% Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (-13 (-8 eff.)) Mental crit. chance: +3% Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Fireripper (3 def, 15 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. spiked cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 (-11) Defense: +2 (+0 eff.) (-1 (-1 eff.)) Fatigue: +7% (-9%) Damage when hit (Melee): 11 physical Changes stats: +0(-5) Cun / +0(-6) Wil Changes resistances: +0%(-9%) acid / +0%(-7%) physical / +0%(-9%) fire / +16%(+9%) cold / +0%(-6%) arcane / +0%(-7%) lightning Changes resistances penetration: +0%(-10%) temporal Changes damage: +0%(-12%) fire / +0%(-3%) temporal Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (-13 (-8 eff.)) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A suit of armour made of leather. |
[vs. Emeleda (Around waist)]Girdle of the Calm Waters =Blight= Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Defense: +0 (+0 eff.) (-9 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +0(-4) Str / +3 Wil / +0(-4) Con Changes resistances: +20% blight / +20% cold / +20% nature Physical save: +0 (+0 eff.) (-20 (-13 eff.)) Only die when reaching: +0.00 life (+60.00 life) Healing mod.: +30% Size category: +0 (-1) A belt rumoured to have been worn by the Conclave healers. |
[vs. Emeleda (Around waist)]Mighty Girdle =Giant Wraps= 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: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Armour: +4 Defense: +0 (+0 eff.) (-9 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Fatigue: -10% Changes stats: +0(-4) Str / +0(-4) Con Maximum encumbrance: +70 Physical save: +0 (+0 eff.) (-20 (-13 eff.)) Knockback immunity: +40% Only die when reaching: +0.00 life (+60.00 life) Maximum life: +40.00 Size category: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. Emeleda (Around waist)]hardened leather belt 'Amekhad' =Stats= Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Defense: +0 (+0 eff.) (-9 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-3 eff.)) Changes stats: +0(-4) Str / +5 Dex / +3 Mag / +6(+2) Con Grants telepathy: Demon/Minor Demon/Major Physical save: +0 (+0 eff.) (-20 (-13 eff.)) Only die when reaching: +0.00 life (+60.00 life) Maximum life: +39.00 Light radius: +3 Size category: +0 (-1) A belt that goes around your waist. |
[vs. Vorulramira the Flashmortal (1 def, 5 armour) (Cloak)]Adakira the linen cloak (1 def, 0 armour) =+Str= Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +1 (+1 eff.) (-) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item light blind Damage when hit (Melee): 0(-4) light Changes stats: +7 Str / +1 Dex / +2 Con Changes resistances: +0%(-3%) light / +0%(-10%) cold Changes resistances penetration: +20% acid / +0%(-5%) light / +0%(-15%) blight Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Brodublek the rough leather gloves (0 def, 1 armour) (On hands)]This item will automatically be transmogrified when you leave the level. blighted dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Physical power: +0 (+0 eff.) (-4 (-1 eff.)) Armour: +2 (+1) Damage (Melee): 6 blight / 0(-5) acid Changes stats: +3 Mag Changes resistances: +6% blight / +0%(-6%) acid Changes resistances penetration: +0%(-5%) physical Changes damage: +3% blight / +3% arcane / +0%(-4%) acid Light radius: +0 (-1) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Chargescar the dwarven-steel helm (0 def, 4 armour) (On head)]insulating rough leather cap of strength (+3) (0 def, 1 armour) =+Str= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +1% (-3%) Damage (Melee): 0(-30) item nature slow / 0(-30) item lightning daze Changes stats: +3(-2) Str Changes resistances: +5% cold / +6% fire Changes resistances penetration: +0%(-15%) lightning / +0%(-25%) nature Changes damage: +0%(-3%) nature / +0%(-12%) lightning A cap made of leather. |
[vs. Chargescar the dwarven-steel helm (0 def, 4 armour) (On head)]rough leather cap 'Scorchcast' (0 def, 1 armour) =+Willpower= Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +1% (-3%) Damage (Melee): 0(-30) item nature slow / 0(-30) item lightning daze Changes stats: +0(-5) Str / +8 Wil / +3 Cun Changes resistances penetration: +0%(-15%) lightning / +0%(-25%) nature Changes damage: +0%(-12%) lightning / +18% fire / +0%(-3%) nature Psi when hit: +0.04 Mindpower: +4 (+2 eff.) A cap made of leather. |
[vs. Chargescar the dwarven-steel helm (0 def, 4 armour) (On head)]rough leather cap of the depths (0 def, 1 armour) =Waterbreathing= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-3) Fatigue: +1% (-3%) Damage (Melee): 0(-30) item nature slow / 0(-30) item lightning daze Changes stats: +0(-5) Str Changes resistances: +7% cold Changes resistances penetration: +0%(-15%) lightning / +0%(-25%) nature Changes damage: +0%(-3%) nature / +0%(-12%) lightning Allows you to breathe in: water A cap made of leather. |
[vs. Chargescar the dwarven-steel helm (0 def, 4 armour) (On head)]This item will automatically be transmogrified when you leave the level. Betivea the Starstrider (7 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 (-1) Defense: +7 (+2 eff.) Fatigue: +3% (-1%) Effects on melee hit: * 15% chance to blind Damage (Melee): 0(-30) item nature slow / 0(-30) item lightning daze Effects when hit in melee: * 14% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light Changes stats: +0(-5) Str / +1 Wil / +5 Cun Changes resistances: +7% lightning / +7% fire / +7% cold / +8% temporal Changes resistances penetration: +0%(-15%) lightning / +0%(-25%) nature Changes damage: +0%(-12%) lightning / +6% light / +0%(-3%) nature Maximum vim: +20.00 Spell crit. chance: +1% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
5 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. |
12 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. |
6 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 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
56 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Gloombloom the brass lantern (Light source)]alchemist's lamp 'Runerorek' =Combat= Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 0(-8) arcane / 0(-16) darkness Changes resistances: +9% acid / +6% cold / +5% arcane / +9% temporal Critical mult.: +0.00% (-5.00%) Spell save: +29 (+9 eff.) Blindness immunity: +0% (-20%) Confusion immunity: +0% (-11%) Mana when firing critical spell: +0.00 (-1.00) Maximum life: +40.00 Spell crit. chance: +0% (-1%) Light radius: +3 (-2) See stealth: +0 (-6) See invisible: +0 (-7) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Relgodrakan the iron pickaxe (dig speed 29 turns) (Tool)]Prox's Lucky Halfling Foot =Luck= Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 0(-40) item temporal energize / 0(-10) item blight disease Changes stats: +5 Lck / +0(-1) Str Changes resistances penetration: +0%(-25%) blight / +0%(-10%) temporal Trap disarming bonus: +5 Lowers spell cool-downs by: 0% (-10%) When carried: Talent granted: +0(+-1) Dig Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Relgodrakan the iron pickaxe (dig speed 29 turns) (Tool)]bright ash wand of trap destruction [power 40] (22/15 cooldown) =Traps= Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage (Melee): 0(-40) item temporal energize / 0(-10) item blight disease Changes stats: +0(-1) Str Changes resistances penetration: +0%(-25%) blight / +0%(-10%) temporal Lowers spell cool-downs by: 0% (-10%) When carried: Talent granted: +0(+-1) Dig It can be used to disarm traps (40 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Asionlee the Halfling Temporal Warden level 20
72nd Dusk 122nd year of Ascendancy at 20:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Asionlee the Halfling Temporal Warden level 10
14th Dusk 122nd year of Ascendancy at 13:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Asionlee the Halfling Temporal Warden level 20
63rd Dusk 122nd year of Ascendancy at 15:45 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Asionlee the Halfling Temporal Warden level 7
4th Dusk 122nd year of Ascendancy at 18:08 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Asionlee the Halfling Temporal Warden level 20
70th Dusk 122nd year of Ascendancy at 05:57 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Asionlee the Halfling Temporal Warden level 13
27th Dusk 122nd year of Ascendancy at 04:35 see stats
Log
Velaremira the skeleton mage's spell attains critical power!
Asionlee is on fire!
Velaremira the skeleton mage's Flame hits Asionlee for 101 fire damage.
Acid Splash from Asionlee hits Velaremira the skeleton mage for (5 to psi shield), 2 acid (3 total damage).
Asionlee uses Infusion: Healing.
Asionlee receives 52 healing from Infusion: Healing.
Some innocent bystanders have been teleported into the fight.
You lose control and unleash an anomaly!
Talent Fold Gravity is ready to use.
Burning from Velaremira the skeleton mage hits Asionlee for 33 fire damage.
Velaremira the skeleton mage casts Manathrust.
Velaremira the skeleton mage's spell attains critical power!
Velaremira the skeleton mage hits Asionlee for 139 arcane damage.
Velaremira the skeleton mage hits Human farmer for 183 arcane damage.
Acid Splash from Asionlee hits Velaremira the skeleton mage for (5 to psi shield), 2 acid (3 total damage).
Asionlee uses Infusion: Regeneration.
Asionlee starts regenerating health quickly.
Asionlee is moving less freely.
Asionlee is no longer out of phase.
Burning from Velaremira the skeleton mage hits Asionlee for 33 fire damage.
Human farmer uses Infusion: Regeneration.
Human farmer starts regenerating health quickly.
Human farmer uses Infusion: Healing.
Human farmer receives 54 healing from Infusion: Healing.
Velaremira the skeleton mage is free from the acid.
Velaremira the skeleton mage casts Invoke Darkness.
Velaremira the skeleton mage's spell attains critical power!
Saving game...































































































