Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| 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 1.5.3Donators/Buyers bonus! Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 20 / 16% |
| Size | huge |
| Lifes / Deaths | Killed by Layadhetha the skeleton master archer at level 20 on the 76th Haze 122nd year of Ascendancy at 13:22 / 1 |
Primary Stats
| Strength | 55 (base 48) |
| Dexterity | 12 (base 10) |
| Constitution | 21 (base 14) |
| Magic | 38 (base 36) |
| Willpower | 12 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -190/591 |
| Positive | 67/67 |
| Stamina | 132/205 |
| Healing Factor | 1.5615643795574 |
| Regeneration | 14.198171176358 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +90.909090909091% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 4 |
| See Stealth | 12 |
| See Invisible | 29 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 43 |
| Crit Chance | 12% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 21 (30%) |
| Defense | 37 |
| Ranged Defense | 44 |
| Fatigue | 4 |
| Physical Save | 40 |
| Spell Save | 28 |
| Mental Save | 22 |
Defense: Resistances
| All | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 30% |
| Knockback Resistance | 25% |
| Stun Resistance | 35% |
| Pinning Resistance | 25% |
| Silence Resistance | 10% |
| Poison Resistance | 10% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 318 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 71.86 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 52 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. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 4/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Righteous Strength |
| detrimental effect | Reduces global action speed by 10%. Slow |
| detrimental effect | The target is poisoned and sick, doing 25.90 nature damage per turn. All damage it does is reduced by 18%. Numbing Poison |
| detrimental effect | The target burns with darkness, taking 28.45 damage each turn until it dies or runs away. Only Ashes Left |
| detrimental effect | The more you use runes, the longer they will take to recharge (+4 cooldowns). Runic Saturation |
| detrimental effect | On death will restore to the source up to 12 times the vim's worth. Bleak Outcome |
| beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of Phase |
| beneficial effect | Increases crit chance by 5% and critical power by 20%. 1 charge(s). Ogre Fury |
| beneficial effect | Increases the effectiveness of all healing the target receives by 22%. Empowered Healing |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one 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.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * '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 honey tree root. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Carriontaint the pair of hardened leather boots (0 def, 3 armour) Carriontaint the pair of hardened leather boots (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +6% nature Changes damage: +3% nature Life regen: +2.30 Healing mod.: +16% A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (54 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Jetdare' (9 def, 4 armour) dwarven-steel helm 'Jetdare' (9 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 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Changes resistances: +6% darkness / +2% physical Physical save: +15 (+5 eff.) Mental save: +9 (+4 eff.) Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zerugoregorand [power 175] (10 cooldown) Zerugoregorand [power 175] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +5% arcane / +12% fire Silence immunity: +10% Stun/Freeze immunity: +15% Maximum vim: +7.00 It can be used to fire a bolt of a random element with (base) damage 88 to 175, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Hettyladin HettyladinPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +10% mind Critical mult.: +15.00% Blindness immunity: +24% Poison immunity: +10% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Infravision radius: +4 See stealth: +12 See invisible: +8 Rings can have magical properties. |
| On fingers | solipsist's gold ring of misery solipsist's gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 12 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +7 Cun / +4 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Mindpower: +8 (+4 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around waist | Mirewrither MirewritherInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +6% fire / +3% darkness Changes resistances penetration: +15% nature Physical save: +8 (+3 eff.) Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
| In main hand | steel greatmaul 'Gloralle' (37-55.5 power, 2 apr) steel greatmaul 'Gloralle' (37-55.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * 25% chance to put talents on cooldown Burst (radius 1) on hit: +13 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Massive two-handed mauls. |
| On hands | Neremina the dwarven-steel gauntlets (0 def, 8 armour) Neremina the dwarven-steel gauntlets (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage when hit (Melee): 8 acid Changes stats: +3 Con Changes resistances: +15% fire Physical save: +13 (+5 eff.) Spell save: +3 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +30% Pinning immunity: +25% Knockback immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
| Cloak | Yvubeth the Nimbusqueen (2 def, 0 armour) Yvubeth the Nimbusqueen (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Str / +2 Con Changes resistances: +3% lightning / +9% nature / +9% light Spell save: +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Tarridunandil the voratun amulet Tarridunandil the voratun amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +12 Fatigue: -13% Changes stats: +1 Dex Changes resistances penetration: +5% temporal Changes damage: +10% blight / +11% fire Critical mult.: +30.00% Life regen: +2.70 Spellpower: +10 (+5 eff.) See invisible: +21 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion of the sneak (heal 288 over 5 turns)regeneration infusion of the sneak (heal 288 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Cunning 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. |
sun infusion of the warrior (rad 6; power 52; turns 4; dispels darkness) sun infusion of the warrior (rad 6; power 52; turns 4; dispels darkness)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 52) for 4 turns. 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. |
wild infusion of the warrior (resist 33%; cure physical) wild infusion of the warrior (resist 33%; cure physical)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: 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 33% for 5 turns. Also removes cross-tier effects of the affected types for free. 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 (582% speed; 4 turns) movement infusion of the warrior (582% 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 582% 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune of the warrior (83 cold damage; freeze 3 turns with power 51)biting gale rune of the warrior (83 cold damage; freeze 3 turns with power 51) 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: 24 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 82.51 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 51 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. Press to compare to your current inscriptions |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of cunning (+2) copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Amulets can have magical properties. |
copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Life regen: +0.90 Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.12 Celestial / Chants) stabilizing copper amulet of mastery (0.12 Celestial / Chants)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Talent mastery: +0.12 Celestial / Chants Pinning immunity: +21% Knockback immunity: +20% Amulets can have magical properties. |
Anisahek the Heathack Anisahek the HeathackInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +6% physical / +12% light / +9% blight / +6% cold / +3% temporal Spell save: +3 (+2 eff.) Stamina each turn: +0.40 Amulets can have magical properties. |
clarifying steel amulet clarifying steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +24% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
stabilizing gold amulet of manastreaming stabilizing gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% temporal Pinning immunity: +20% Knockback immunity: +25% Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +32.00 Amulets can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. |
rogue's copper ring of nature (+22%) rogue's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
rogue's gold ring of tenacity rogue's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +5 Cun Disarm immunity: +20% Pinning immunity: +24% Knockback immunity: +27% Maximum life: +24.00 Rings can have magical properties. |
warrior's gold ring of corrosion (+26%) warrior's gold ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +12 Changes stats: +6 Str Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic steel greatmaul (29.5-44.25 power, 2 apr)acidic steel greatmaul (29.5-44.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +9 acid Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming steel longsword of phasing (15.5-21.7 power, 9 apr)flaming steel longsword of phasing (15.5-21.7 power, 9 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Burst (radius 1) on hit: +6 fire Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Sootblood the steel mace (13.5-18.9 power, 3 apr)Sootblood the steel mace (13.5-18.9 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances penetration: +15% darkness Changes damage: +24% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of phasing (19-24.7 power, 14 apr)acidic dwarven-steel dagger of phasing (19-24.7 power, 14 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +21% Damage (Melee): +6 acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling dwarven-steel dagger of massacre (24-31.2 power, 7 apr)chilling dwarven-steel dagger of massacre (24-31.2 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 cold Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Salylemina the ash longbowSalylemina the ash longbow Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +12% lightning Changes resistances penetration: +11% temporal / +14% physical Changes damage: +15% temporal / +18% physical Talent cooldown: Arrow Stitching (-1 turn) Spell save: +6 (+3 eff.) Disease immunity: +20% Knockback immunity: +10% New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. deflecting steel shield of cold resistance (+17%) (11 def, 2 armour, 13.5-16.2 power, 37.5 block)deflecting steel shield of cold resistance (+17%) (11 def, 2 armour, 13.5-16.2 power, 37.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.5 - 16.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +38 When wielded/worn: Armour: +2 Defense: +11 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +17% cold Talent granted: +2 Block Deflect projectiles away: +5% Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield 'Undeathrip' (8 def, 2 armour, 29.5-35.4 power, 78.5 block)dwarven-steel shield 'Undeathrip' (8 def, 2 armour, 29.5-35.4 power, 78.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +10 light / +21 darkness When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +18% lightning / +10% light / +7% darkness Maximum wards: +3 lightning / +3 temporal / +1 blight / +3 fire / +2 cold Changes damage: +6% nature Talents granted: +3 Block +1 Ward Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Robe of Force (12 def, 8 armour) 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 (+5 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 (+4 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 13.50 to 16.87 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. |
This item will automatically be transmogrified when you leave the level. Arcslicer (6 def, 7 armour)Arcslicer (6 def, 7 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Cun / +4 Dex Changes resistances: +6% fire / +9% cold Changes damage: +6% lightning Spell save: +6 (+3 eff.) Poison immunity: +15% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of cold resistance (3 def, 6 armour)spiked hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +19% cold A suit of armour made of leather. |
Anulathagadur the steel mail armour (2 def, 12 armour) Anulathagadur the steel mail armour (2 def, 12 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +7 Str / +6 Con Life regen: +2.50 Stamina each turn: +0.80 Only die when reaching: -40.00 life Maximum life: +100.00 A suit of armour made of mail. |
Poroma (3 def, 11 armour) Poroma (3 def, 11 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +5 Con Changes resistances: +8% acid / +8% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Reduces incoming crit damage: 10.00% Maximum life: +50.00 Healing mod.: +10% A suit of armour made of mail. |
Cyraldamina CyraldaminaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Fatigue: -8% Changes stats: +2 Str / +2 Dex Grants telepathy: Humanoid/Orc Spell save: +5 (+3 eff.) See invisible: +3 Size category: +1 A belt that goes around your waist. |
Earulathablek EarulathablekCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% acid / +6% cold Spell save: +5 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Tuthad the Phoenixire (1 def, 0 armour) Tuthad the Phoenixire (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +1 (+1 eff.) Changes stats: +1 Dex / +2 Cun / +1 Con Changes resistances: +3% fire Life regen: +0.80 Only die when reaching: -60.00 life Maximum life: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour) kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Balerand' (1 def, 0 armour) linen cloak 'Balerand' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% nature / +5% arcane / +12% mind Silence immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Thunderfoe' (1 def, 0 armour) linen cloak 'Thunderfoe' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances penetration: +15% lightning Changes damage: +6% light / +9% lightning Maximum life: +31.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Brenygrim (0 def, 14 armour) Brenygrim (0 def, 14 armour)Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +14 Changes resistances: +8% blight / +6% cold / +11% darkness / +8% arcane Changes resistances penetration: +20% mind Damage affinity(heal): +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +10% Confusion immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Radiancepain the iron gauntlets (0 def, 1 armour) Radiancepain the iron gauntlets (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 5 temporal Changes stats: +4 Mag Changes resistances: +6% temporal Changes damage: +4% temporal Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Pitchnoon' (0 def, 3 armour) iron gauntlets 'Pitchnoon' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +3 Damage (Melee): 6 nature Damage when hit (Melee): 8 darkness Changes resistances: +6% nature Changes damage: +3% nature / +3% physical Only die when reaching: -80.00 life Maximum stamina: +20.00 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Shockpython' (0 def, 1 armour) iron gauntlets 'Shockpython' (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 8 fire Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% Metal gloves protecting the hands up to the middle of the lower arm. |
Dazzlestrike (0 def, 1 armour) Dazzlestrike (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 physical Changes resistances penetration: +15% light Physical save: +23 (+8 eff.) Only die when reaching: -40.00 life A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
hardened leather cap 'Gluldakira' (0 def, 3 armour) hardened leather cap 'Gluldakira' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +6.0% Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +7% lightning / +8% temporal Changes damage: +12% physical Healing mod.: +10% A cap made of leather. |
Unrohad the iron helm (0 def, 3 armour) Unrohad the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% lightning / +6% temporal / +6% nature / +21% fire Light radius: +2 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 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. |
9 zircon 9 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. |
4 aquamarine 4 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. |
2 opal 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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. |
56 alchemist agate 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. |
Belumina the brass lantern Belumina the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +12% mind / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% mind Light radius: +4 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. |
Tempestresolve the brass lantern Tempestresolve the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid / 11 fire Changes resistances: +6% acid / +6% fire / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +3% lightning Light radius: +2 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. |
brass lantern 'Galidunabar' brass lantern 'Galidunabar'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% acid Disease immunity: +10% Silence immunity: +10% Knockback immunity: +20% Maximum life: +40.00 Light radius: +2 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. |
brass lantern 'Umbraquake' brass lantern 'Umbraquake'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 darkness Changes stats: +3 Wil Changes damage: +6% fire / +6% mind / +6% darkness Light radius: +2 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. |
Eredas EredasInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Cun / +6 Con Changes resistances: +6% lightning / +6% temporal / +6% nature Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Light radius: +3 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Scorchblood' alchemist's lamp 'Scorchblood'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Dex / +7 Mag / +4 Wil Changes resistances: +21% fire Changes damage: +7% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Gleamtrencher' (dig speed 30 turns) iron pickaxe 'Gleamtrencher' (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str / +2 Cun / +2 Con Changes resistances: +6% light Infravision radius: +3 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
yew wand of clairvoyance 'Firetorrent' [power 12] (6 cooldown) yew wand of clairvoyance 'Firetorrent' [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +2 Str Changes damage: +18% physical It can be used to reveal the area around you, dispelling darkness (radius 12, power 59 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gigas the Ogre Sun Paladin level 10
4th Flare 122nd year of Ascendancy at 07:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gigas the Ogre Sun Paladin level 20
76th Haze 122nd year of Ascendancy at 06:54 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Gigas the Ogre Sun Paladin level 18
75th Dusk 122nd year of Ascendancy at 14:00 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Gigas the Ogre Sun Paladin level 20
76th Haze 122nd year of Ascendancy at 08:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Gigas the Ogre Sun Paladin level 11
17th Dusk 122nd year of Ascendancy at 22:25 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Gigas the Ogre Sun Paladin level 18
29th Haze 122nd year of Ascendancy at 00:40 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gigas the Ogre Sun Paladin level 8
9th Mirth 122nd year of Ascendancy at 09:15 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gigas the Ogre Sun Paladin level 15
48th Dusk 122nd year of Ascendancy at 12:52 see stats
Log
Shield of Light hits Aduyamira the skeleton magus for 11 healing, 11 healing, 11 healing, 11 healing, 11 healing, 11 healing (0 total damage) [64 healing].
Gigas hits Aduyamira the skeleton magus for 11 nature, 6 acid, 11 nature, 6 acid, 11 nature, 6 acid (51 total damage).
Aduyamira the skeleton magus hits Gigas for 17 fire, 25 physical (41 total damage).
Gigas casts Rune: Phase Door.
Gigas is out of phase.
Only Ashes Left from Aduyamira the skeleton magus hits Gigas for 15 darkness damage.
Gigas casts Barrier.
A shield forms around Gigas.
Only Ashes Left from Aduyamira the skeleton magus hits Gigas for (15 absorbed), 0 darkness (0 total damage).
Layadhetha the skeleton master archer uses Pinning Shot.
Layadhetha the skeleton master archer uses Crippling Shot.
Only Ashes Left from Aduyamira the skeleton magus hits Gigas for (15 absorbed), 0 darkness (0 total damage).
Gigas slows down.
Gigas is poisoned!
Venomous Ammunition hits Gigas for (12 absorbed), 0 nature (0 total damage).
Layadhetha the skeleton master archer's Crippling Shot hits Gigas for (63 absorbed), 0 physical (0 total damage).
Gigas casts Bathe in Light.
Layadhetha the skeleton master archer uses Steady Shot.
Gigas receives 21 healing from Gigas's healing light area effect.
Talent Mark of Light is ready to use.
Talent Rune: Reflection Shield is ready to use.
Only Ashes Left from Aduyamira the skeleton magus hits Gigas for (15 absorbed), 0 darkness (0 total damage).
Numbing Poison from Layadhetha the skeleton master archer hits Gigas for (12 absorbed), 0 nature (0 total damage).
Your shield crumbles under the damage!
The shield around Gigas crumbles.
Saving game...
