












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.7.0Official Expansion!ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official Expansion!Improved Auto-explore and Rest 1.7.2Quality 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. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 40 / 29% |
| Size | small |
| Lifes / Deaths | Killed by Glitira the gelatinous cube at level 23 on the 42nd Pyre 123rd year of Ascendancy at 05:18 0 / 9Killed by Layywe the archlich at level 29 on the 31st Haze 123rd year of Ascendancy at 15:51 Killed by jokea's Inner Demon at level 30 on the 76th Haze 123rd year of Ascendancy at 02:46 Killed by Emelerewen the corrupted protoplasmic controller at level 30 on the 77th Haze 123rd year of Ascendancy at 22:07 Killed by The Divine Writhing Mass at level 30 on the 77th Haze 123rd year of Ascendancy at 23:54 Killed by The Divine Writhing Mass at level 30 on the 78th Haze 123rd year of Ascendancy at 01:22 Killed by Xeruyarin the nightmare horror at level 40 on the 1st Mirth 124th year of Ascendancy at 22:59 Killed by jokea's Inner Demon at level 40 on the 2nd Mirth 124th year of Ascendancy at 01:29 Killed by jokea's Inner Demon at level 40 on the 2nd Mirth 124th year of Ascendancy at 01:36 |
| Antimagic | Follower |
Primary Stats
| Strength | 64 (base 13) |
| Dexterity | 95 (base 60) |
| Constitution | 50 (base 25) |
| Magic | 30 (base 19) |
| Willpower | 36 (base 15) |
| Cunning | 81 (base 60) |
Resources
| Life | -144/1290 |
| Stamina | 301/301 |
| Equilibrium | 0 |
| Healing Factor | 1.3886847857241 |
| Regeneration | 18.689622021105 |
Speed
| Mental | -2.2204460492503E-14% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 45.797963493854 |
| See Invisible | 60.797963493854 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 83 |
| Crit Chance | 54% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +32% |
| Physical | +29% |
| Cold | +32% |
| All | +5% |
Offense: Damage Penetration
| Blight | +35% |
| Physical | +50% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 47 (94.007671158813%) |
| Defense | 82 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 48 |
| Spell Save | 38 |
| Mental Save | 48 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 54%( 70%) |
| Physical | + 33%( 70%) |
| Cold | + 54%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 50%( 70%) |
| Lightning | + 25%( 70%) |
| Mind | + 28%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 20% |
| Confusion Resistance | 0% |
| Pinning Resistance | 36% |
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 381 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 205 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 704% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Cyreriaba the honey tree. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by Emelyriama the skeleton master archer. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Beloth the master vampire. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vampire lord fang. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Sunoblivion (54/56, 64-76 power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 63.5 - 76.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 56 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 162 physical damage On weapon crit: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +20 cold / +8 light / +34 physical Damage (radius 2) on crit: +20 light / +16 cold When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Tempestglean'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +2 Mag / +2 Wil / +3 Con Reduces incoming crit damage: 15.00% Maximum life: +50.00 Light radius: +4 See invisible: +15 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Kindlepassion (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +8 Fatigue: +4% Changes stats: +4 Str / +7 Dex / +4 Con Stamina each turn: +3.00 Only die when reaching: -80.00 life Mental crit. chance: +2% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ce'Nobrethra (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +12% nature Changes resistances penetration: +25% physical Changes damage: +9% physical Physical save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Poison immunity: +20% Cut immunity: +20% Disarm immunity: +38% Stun/Freeze immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Scorpionmaster the voratun pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 8 fire Changes stats: +8 Str / +9 Dex / +4 Mag Changes damage: +27% nature Reduces incoming crit damage: 10.00% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper onyx ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes damage: +5% all Spellpower: +8 (+4 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
| On fingers | stralite ring 'Moldnail'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 26 Damage (Melee): 22 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 26 Damage (Ranged): 17 physical Damage when hit (Melee): 6 cold Changes stats: +5 Cun Changes resistances: +9% nature / +36% cold Changes damage: +27% cold Disarm immunity: +44% Pinning immunity: +36% Knockback immunity: +31% Hate when firing a critical mind attack: +2.00 Maximum life: +31.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 48%. Rings make your fingers look great! |
| Around neck | MayidannInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +13 Str / +10 Dex / +6 Wil / +4 Con Critical mult.: +5.00% Physical save: +11 (+4 eff.) Spell save: +9 (+4 eff.) Life regen: +6.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +80.00 Amulets make your neck look great! |
| In main hand | CyrytaRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Firing range: +9 Travel speed: +200% Damage (Ranged): +20 blight When wielded/worn: Accuracy: +29 (+6 eff.) Physical crit. chance: +10.0% Changes stats: +2 Str / +2 Mag Changes resistances: +2% physical Reduces incoming crit damage: 10.00% Disarm immunity: +20% Slings are used to hurl stones or metal shots at your foes. |
| Around waist | hardened leather belt 'Layylaith'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +20 (+5 eff.) Changes stats: +4 Str / +4 Dex / +5 Wil / +5 Cun Changes resistances: +12% blight Changes resistances penetration: +10% blight Physical save: +15 (+5 eff.) Spell save: +13 (+5 eff.) Mental save: +16 (+6 eff.) Disarm immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | wyrmwaxed cashmere cloak of the hunter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes resistances: +7% acid / +8% fire / +7% lightning / +7% cold Maximum life: +58.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's woollen robe of life (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% blight / +13% darkness / +11% mind / +9% all Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +21 (+7 eff.) Life regen: +2.30 Maximum life: +51.00 Healing mod.: +11% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 308.70 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 115; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
vitalizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +5 (+2 eff.) Life regen: +2.00 Maximum life: +36.00 Amulets make your neck look great! |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+6 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
GloreldamiraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +3 Physical power: +15 (+3 eff.) Changes stats: +2 Str / +2 Mag / +6 Wil / +3 Cun / +3 Con Physical save: +11 (+4 eff.) Life regen: +5.00 Maximum life: +50.00 See invisible: +15 Amulets make your neck look great! |
steel amulet 'Emelema'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +7% physical Critical mult.: +20.00% Mana each turn: +0.04 Maximum mana: +40.00 Spellpower: +5 (+2 eff.) Combat speed: +10% Amulets make your neck look great! |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Balerath the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +15% temporal Spell save: +6 (+3 eff.) Blindness immunity: +10% Disease immunity: +20% Pinning immunity: +26% Knockback immunity: +22% Life regen: +4.00 Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 30 power out of 36/36) : Effective talent level: 4.0 Power cost: 30 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (129). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
copper opal ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +2 Str / +7 Dex / +2 Mag / +2 Wil / +7 Cun / +2 Con Rings make your fingers look great! |
copper ring of corrosion (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +23% Maximum life: +26.00 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stormbringer's steel greatmaul of enduring (30-45 power, 2 apr)Requires: - Strength 16 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +20 lightning / +17 cold When wielded/worn: Changes stats: +12 Con / +12 Wil Changes resistances penetration: +12% lightning / +10% cold Maximum life: +47.00 Movement speed: +35% Massive two-handed mauls. |
enhanced rough leather sling of enduringRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Mag / +9 Wil / +3 Cun / +11 Con Maximum life: +12.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Eraldil'Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 Damage (radius 2) on crit: +16 lightning / +23 cold When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +3 Str / +2 Wil Changes resistances penetration: +11% lightning / +7% cold Mental save: +6 (+2 eff.) Psi when hit: +0.08 Movement speed: +23% Slings are used to hurl stones or metal shots at your foes. |
Beleromidar the Flowerpiety (14/14, 18-22 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 On weapon hit: * 20% chance to slow global speed by 53% Damage (Ranged): +20 lightning / +16 nature Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +8 nature Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Sunveil' (14/19, 36-43 power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 36.0 - 43.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 19 On weapon hit: * 20 arcane resource burn * 20% chance to slow global speed by 53% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 fire Damage (radius 1) on hit: +4 fire Shots are used with slings to pummel your foes to death. |
Murkidol (23/23, 53-64 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to slow global speed by 53% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +20 blight / +18 cold / +20 nature / +12 arcane Damage (radius 1) on hit: +20 nature Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 21-29 power, 60 block)Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 21.0 - 29.4 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
dwarven-steel shield 'Skyspike' (0 def, 6 armour, 28-34 power, 80.5 block)Requires: - Shield usage training - Cunning 24 Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +19 physical Damage (radius 2) on crit: +10 light / +21 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 73 light and fire damage to each enemy blocked Changes stats: +4 Wil Changes resistances: +17% lightning / +11% physical / +8% light / +8% fire / +6% acid Changes damage: +6% lightning / +12% acid Talent granted: +1 Block Slows Projectiles: +17% Bonus block near projectiles: +52 Handheld deflection devices. |
Glowire (5 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Changes stats: +5 Mag Changes resistances: +8% darkness / +34% light / +11% all Changes resistances penetration: +9% mind / +15% light Changes damage: +6% lightning / +41% light / +9% mind Psi each turn: +0.46 Maximum life: +45.00 Maximum psi: +10.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ravenbraid the cashmere robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes stats: +3 Str / +3 Mag / +2 Con Changes resistances: +19% blight / +11% all Mental save: +15 (+5 eff.) Life regen: +4.70 Maximum life: +124.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +4% See invisible: +3 Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Infernostrike' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +3% fire / +24% light / +11% all Changes resistances penetration: +5% fire Changes damage: +15% acid / +11% temporal / +16% light / +6% fire / +5% arcane Mana each turn: +0.19 Maximum mana: +91.00 Spellpower: +22 (+11 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather belt 'Issaduchik'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +12% lightning / +6% temporal / +6% nature / +1% physical Spell save: +3 (+2 eff.) Confusion immunity: +20% A belt that goes around your waist. |
rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 A belt that goes around your waist. |
SilulebethInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +13 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +3 Str / +4 Con Changes resistances: +3% light / +3% temporal Changes resistances penetration: +10% physical Changes damage: +7% physical Physical save: +10 (+4 eff.) Spell save: +7 (+3 eff.) Mental save: +3 (+1 eff.) Knockback immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +2 A belt that goes around your waist. |
Blazepassion the linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold / +6% mind / +2% physical Confusion immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dourwaker' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 21% Changes resistances penetration: +20% darkness / +5% physical Physical save: +3 (+1 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +1.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +2 Wil Spell save: +5 (+2 eff.) Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of the Shaloren (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blizzardnigh (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +1 Damage when hit (Melee): 4 lightning Changes resistances: +12% cold Changes resistances penetration: +5% fire A pair of boots made of leather. |
Poreriata the pair of rough leather boots (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Physical crit. chance: +1.0% Physical power: +5 (+1 eff.) Armour: +1 Changes stats: +3 Cun / +3 Wil Changes resistances: +6% temporal Physical save: +6 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Armarakhad' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% light / +3% physical Changes damage: +3% acid Silence immunity: +21% Confusion immunity: +22% Stun/Freeze immunity: +21% Only die when reaching: -20.00 life Healing mod.: +5% A pair of boots made of leather. |
Brodadil (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +15% acid / +8% fire / +7% cold Physical save: +6 (+2 eff.) Spell save: +12 (+5 eff.) Disarm immunity: +20% Maximum life: +100.00 Healing mod.: +10% A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 27 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
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.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
heroic rough leather gloves of butchering (0 def, 5 armour)Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Physical power: +6 (+1 eff.) Armour: +5 Changes resistances: +5% blight Spell save: +9 (+4 eff.) Mental save: +5 (+2 eff.) Maximum life: +45.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sulfurcast (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +4 Physical power: +20 (+5 eff.) Armour: +2 Damage when hit (Melee): 6 physical Changes stats: +3 Con Changes resistances: +6% nature Physical save: +7 (+3 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xaniwyn (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +21 (+5 eff.) Armour: +2 Changes stats: +4 Str / +2 Con Changes resistances: +5% physical Changes damage: +12% physical Silence immunity: +20% Confusion immunity: +20% Maximum life: +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isosetha the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +7 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 13 arcane Changes stats: +2 Str / +8 Mag / +10 Wil Changes resistances: +6% arcane / +1% physical Changes damage: +8% arcane Only die when reaching: -40.00 life Spellpower: +13 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Flareclash (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +3 Mag Changes resistances: +5% nature / +5% blight Changes damage: +3% fire Light radius: +1 A cap made of leather. |
Anureyon the Dazzlezeal (0 def, 9 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +9 Fatigue: +3% Damage when hit (Melee): 2 light Changes stats: +6 Str / +9 Wil / +4 Cun Changes resistances: +7% lightning / +9% physical / +3% light / +8% temporal Changes resistances penetration: +10% light Changes damage: +3% physical Critical mult.: +10.00% Physical save: +10 (+4 eff.) Mindpower: +4 (+2 eff.) A cap made of leather. |
Chargash (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 fire Changes resistances: +6% acid / +12% cold / +7% fire / +5% arcane / +8% lightning 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. |
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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
6 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. |
7 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. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 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. |
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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1060 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. |
ThundernighInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% lightning / +1% physical Changes resistances penetration: +5% lightning Changes damage: +3% physical Maximum life: +41.00 Light radius: +3 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 lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Runuleg the BlizzardstriderPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Changes resistances: +6% cold / +7% temporal Changes resistances penetration: +15% mind / +20% cold Changes damage: +6% cold Physical save: +11 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +11 (+4 eff.) Light radius: +7 Defense after a teleport: +14 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
dwarven-steel pickaxe 'Arcenvy' (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +2 Str Changes resistances: +6% acid / +22% fire / +7% darkness / +12% lightning Changes resistances penetration: +20% lightning Changes damage: +6% acid When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
powerful iron torque of mindblast [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Daybreacher the elm totem of healing [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +9% blight Changes resistances penetration: +5% light / +5% blight It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Ulekan [power 100] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Accuracy: +30 (+6 eff.) Maximum stamina: +10.00 Mental crit. chance: +1% It can be used to fire a magical bolt dealing 132 cold damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A View From The Gallery (Insane (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By jokea the Halfling Skirmisher level 24
46th Pyre 123rd year of Ascendancy at 00:59 see stats
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By jokea the Halfling Skirmisher level 36
23rd Regrowth 124th year of Ascendancy at 00:33 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By jokea the Halfling Skirmisher level 36
19th Regrowth 124th year of Ascendancy at 15:10 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By jokea the Halfling Skirmisher level 30
65th Haze 123rd year of Ascendancy at 10:32 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By jokea the Halfling Skirmisher level 13
73rd Dusk 122nd year of Ascendancy at 21:50 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By jokea the Halfling Skirmisher level 36
19th Regrowth 124th year of Ascendancy at 18:52 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By jokea the Halfling Skirmisher level 21
2nd Allure 123rd year of Ascendancy at 09:24 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By jokea the Halfling Skirmisher level 29
59th Haze 123rd year of Ascendancy at 06:13 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By jokea the Halfling Skirmisher level 37
2nd Pyre 124th year of Ascendancy at 17:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By jokea the Halfling Skirmisher level 10
1st Flare 122nd year of Ascendancy at 17:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By jokea the Halfling Skirmisher level 20
79th Haze 122nd year of Ascendancy at 08:15 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By jokea the Halfling Skirmisher level 30
65th Haze 123rd year of Ascendancy at 10:30 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By jokea the Halfling Skirmisher level 40
1st Mirth 124th year of Ascendancy at 13:20 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By jokea the Halfling Skirmisher level 23
48th Regrowth 123rd year of Ascendancy at 12:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By jokea the Halfling Skirmisher level 29
58th Haze 123rd year of Ascendancy at 15:25 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By jokea the Halfling Skirmisher level 7
5th Mirth 122nd year of Ascendancy at 22:45 see stats
The Rat Lich (Insane (Adventure) difficulty)
Killed the terrible Rat Lich.By jokea the Halfling Skirmisher level 38
47th Pyre 124th year of Ascendancy at 17:37 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By jokea the Halfling Skirmisher level 29
1st Time of Equilibrium 123rd year of Ascendancy at 10:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By jokea the Halfling Skirmisher level 15
10th Haze 122nd year of Ascendancy at 12:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By jokea the Halfling Skirmisher level 24
46th Pyre 123rd year of Ascendancy at 03:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By jokea the Halfling Skirmisher level 18
58th Haze 122nd year of Ascendancy at 09:21 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By jokea the Halfling Skirmisher level 40
2nd Mirth 124th year of Ascendancy at 01:29 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By jokea the Halfling Skirmisher level 35
18th Regrowth 124th year of Ascendancy at 09:39 see stats
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Jokea is confused and fails to use Attack.
Fumble from Jokea's Inner Demon hits jokea for 96 physical damage.
Talent Antimagic Zone is ready to use.
Talent Kill Shot is ready to use.
Deadly Poison from Jokea's Inner Demon hits jokea for 14 nature damage.
Deep Wound from Jokea's Inner Demon hits jokea for 27 physical damage.
Waking Nightmare from Xeruyarin the nightmare horror hits jokea for 20 darkness damage.
Searing Sight hits jokea for 40 light damage.
Jokea fumbles and fails to use Attack, injuring herself!




























































































































