










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.4Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Reaver |
| Level / Exp | 23 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Lisimira the thief at level 8 on the 13rd Dusk 122nd year of Ascendancy at 09:44 0 / 6Killed by Eliramira the giant eel at level 16 on the 53rd Dusk 122nd year of Ascendancy at 11:24 Killed by Lisuth the lesser vampire at level 18 on the 63rd Haze 122nd year of Ascendancy at 14:11 Killed by storm drake hatchling at level 22 on the 37th Regrowth 123rd year of Ascendancy at 09:50 Killed by Urkis, the High Tempest at level 23 on the 37th Regrowth 123rd year of Ascendancy at 16:18 Killed by Urkis, the High Tempest at level 23 on the 37th Regrowth 123rd year of Ascendancy at 22:38 |
Primary Stats
| Strength | 23 (base 14) |
| Dexterity | 15 (base 11) |
| Constitution | 56 (base 43) |
| Magic | 60 (base 53) |
| Willpower | 23 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -63/709 |
| Positive | 116/116 |
| Vim | 139/143 |
| Healing Factor | 1.4053097345133 |
| Regeneration | 0.35132743362834 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +40% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 6 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 24 |
| Crit Chance | 13% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 24 |
| Crit Chance | 15% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +10% |
| Nature | +3% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +10% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 23 (30%) |
| Defense | 22 |
| Ranged Defense | 29 |
| Fatigue | 17 |
| Physical Save | 43 |
| Spell Save | 33 |
| Mental Save | 42 |
Defense: Resistances
| Nature | + 13%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 13%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 10% |
| Disarm Resistance | 49% |
| Knockback Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 28 with a minimum range of 15. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 245 damage for 3 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Reaving combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Ruin |
| talent | Willful Tormenter |
| talent | Bone Shield |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| detrimental effect | The target is in the center of a lightning hurricane, doing 37.50 to 112.51 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed ice ant stinger. | active |
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! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]wanderer's pair of rough leather boots of speed (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +1(-) Cun / +2(-) Con Physical save: +11 (+3 eff.) (-) Mental save: +10 (+4 eff.) (-) Movement speed: +20% (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern of health (Light source)]brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 (-) 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. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+4 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+5 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | [vs. steady hardened leather gloves (0 def, 2 armour) (On hands)]steady hardened leather gloves (0 def, 2 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) (-) Armour: +2 (-) Physical save: +7 (+2 eff.) (-) Mental save: +6 (+2 eff.) (-) Disarm immunity: +23% (-) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | [vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]dwarven-steel torque of psychoportation [power 37] (30 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 37), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. copper ring of sensing (On fingers, 1 of 2)]copper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% (-) Infravision radius: +3 (-) See stealth: +6 (-) See invisible: +6 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. copper ring of sensing (On fingers, 1 of 2)]titan's steel ring of tenacity Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Blindness immunity: +0% (-20%) Disarm immunity: +26% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. copper amulet of strength (+3) (Around neck)]copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3(-) Str Amulets can have magical properties. |
| In main hand | [vs. Eremytar the Roottreason (12-16.8 power, 2 apr) (In main hand, 1 of 2)]Eremytar the Roottreason (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) On weapon hit: * 6% chance to disease * Slows global speed by 20% * 40% chance to daze at end of turn Damage (Melee): +5(-) blight Burst (radius 2) on crit: +8(-) lightning When wielded/worn: Changes resistances: +3%(-) nature Changes resistances penetration: +5%(-) lightning Changes damage: +3%(-) nature Sharp, long, and deadly. Tap to cycle through comparison choices |
| Around waist | [vs. Sparkraven (Around waist)]Sparkraven Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) (-) Changes stats: +2(-) Mag / +2(-) Cun / +2(-) Con Changes resistances: +9%(-) lightning Spell save: +5 (+3 eff.) (-) Infravision radius: +3 (-) Size category: +1 (-) A belt that goes around your waist. |
| In off hand | [vs. Eremytar the Roottreason (12-16.8 power, 2 apr) (In main hand, 1 of 2)]Vorolaith (13-18.2 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2(+1.0 - +1.4) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 (+1) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to daze at end of turn (-40%) * Slows global speed by 0% (-20%) * 0% chance to disease (-6%) + 25% chance to put talents on cooldown On weapon crit: + cripple the target Damage (Melee): +0(-5) blight Burst (radius 2) on crit: +0(-8) lightning When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +2 Wil / +1 Mag Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) nature Knockback immunity: +15% Spellpower: +5 (+2 eff.) One-handed war axes. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak 'Islegata' (7 def, 2 armour) (Cloak)]linen cloak 'Islegata' (7 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +7 (+5 eff.) (-) Changes stats: +3(-) Str Grants telepathy: Demon/Minor Demon/Major Critical mult.: +6.00% (-) Physical save: +6 (+2 eff.) (-) Healing mod.: +10% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Searorder (10 def, 8 armour) (Main armor)]Searorder (10 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (-) Defense: +10 (+8 eff.) (-) Ranged Defense: +9 (+4 eff.) (-) Fatigue: +8% (-) Damage when hit (Melee): 8(-) temporal / 14(-) physical Changes stats: +3(-) Dex / +4(-) Wil / +5(-) Cun Changes resistances: +3%(-) fire Changes resistances penetration: +10%(-) temporal Mental save: +10 (+4 eff.) (-) Movement speed: +20% (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.insidious poison infusion (16 nature damage, 34% healing reduction) 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: 3 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 16.48 nature damage per turn for 7 turns, and reducing the target's healing received by 34%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (470% speed; 7 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 470% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (447% speed; 6 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 447% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 (338% 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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 338% 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. 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.movement infusion (437% speed; 6 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 437% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 duelist (440% 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 440% 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 Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (516% speed; 6 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 516% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the wizard (565% speed; 5 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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 titan (resist 24%; cure mental)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 mental effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 16%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 16% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 17%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Teleportation [teleportation rune (range 28)] (on body)]teleportation rune (range 45) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16(+1) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45(+17) with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Teleportation [teleportation rune (range 28)] (on body)]teleportation rune of the sneak (range 63) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(-) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63(+35) with a minimum range of 15. Its effects scale with your +Cunning 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. |
[vs. Rune: Teleportation [teleportation rune (range 28)] (on body)]This item will automatically be transmogrified when you leave the level. teleportation rune of the warrior (range 43) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18(+3) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 43(+15) with a minimum range of 15. 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. |
[vs. copper amulet of strength (+3) (Around neck)]steel amulet 'Issynarilar' Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-3) Str / +2 Wil / +4 Con Changes resistances: +6% blight / +8% physical Changes damage: +3% blight Stamina each turn: +0.20 Maximum psi: +20.00 Amulets can have magical properties. |
[vs. copper ring of sensing (On fingers, 1 of 2)]Blackmistress Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +20% darkness Changes damage: +6% light Blindness immunity: +22% (+2%) Light radius: +3 Infravision radius: +4 (+1) See stealth: +8 (+2) See invisible: +10 (+4) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of sensing (On fingers, 1 of 2)]Bloodcaller Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Blindness immunity: +0% (-20%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. Tap to cycle through comparison choices |
[vs. copper ring of sensing (On fingers, 1 of 2)]Dairunaridas the copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness / +3% blight Mental save: +12 (+4 eff.) Blindness immunity: +0% (-20%) Maximum psi: +20.00 Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. copper ring of sensing (On fingers, 1 of 2)]Elemental Fury Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold Blindness immunity: +0% (-20%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. Tap to cycle through comparison choices |
[vs. copper ring of sensing (On fingers, 1 of 2)]Nightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Blindness immunity: +0% (-20%) Maximum stamina: +25.00 Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 12 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Tap to cycle through comparison choices |
[vs. copper ring of sensing (On fingers, 1 of 2)]gold ring 'Dairolazor' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +10 Physical power: +6 (+3 eff.) Defense: +9 (+4 eff.) Fatigue: -6% Changes stats: +2 Str Changes resistances: +24% darkness Changes damage: +12% darkness / +6% temporal Maximum encumbrance: +24 Blindness immunity: +0% (-20%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 107% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Eremytar the Roottreason (12-16.8 power, 2 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. acidic steel dagger (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-0.5 - -1.8) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+4) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to disease (-6%) * Slows global speed by 0% (-20%) * 0% chance to daze at end of turn (-40%) On weapon crit: + splashes the target with acid Damage (Melee): +4 acid / +0(-5) blight Burst (radius 2) on crit: +0(-8) lightning When wielded/worn: Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) nature Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Eremytar the Roottreason (12-16.8 power, 2 apr) (In main hand)]River's Fury (23-32.2 power, 8 apr) Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2(+11.0 - +15.4) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 (+6) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to disease (-6%) * Slows global speed by 0% (-20%) * 0% chance to daze at end of turn (-40%) Damage (Melee): +0(-5) blight / +15 cold Burst (radius 2) on crit: +0(-8) lightning When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +0%(-3%) nature / +10% cold Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) nature / +10% cold Spellpower: +10 (+4 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.17 cold damage and 12.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
[vs. Eremytar the Roottreason (12-16.8 power, 2 apr) (In main hand, 1 of 2)]dwarven-steel waraxe 'Bethyldatha' (20-28 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0(+8.0 - +11.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (+2) Crit. chance: +4.5% (+2.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to disease (-6%) * Slows global speed by 0% (-20%) * 0% chance to daze at end of turn (-40%) Damage (Melee): +11 darkness / +0(-5) blight Burst (radius 2) on crit: +0(-8) lightning Damage against: +8% Living When wielded/worn: Fatigue: -4% Damage when hit (Melee): 4 blight Changes stats: +3 Str / +5 Mag Changes resistances: +0%(-3%) nature Changes resistances penetration: +0%(-5%) lightning Changes damage: +0%(-3%) nature See invisible: +9 One-handed war axes. Tap to cycle through comparison choices |
[vs. Sparkraven (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-2 eff.)) Changes stats: +0(-2) Mag / +3 Wil / +0(-2) Cun / +0(-2) Con Changes resistances: +20% blight / +20% cold / +20% nature / +0%(-9%) lightning Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Infravision radius: +0 (-3) Healing mod.: +30% Size category: +0 (-1) A belt rumoured to have been worn by the Conclave healers. |
[vs. Sparkraven (Around waist)]This item will automatically be transmogrified when you leave the level. Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Physical power: +0 (+0 eff.) (-3 (-2 eff.)) Armour: +4 Fatigue: -10% Changes stats: +0(-2) Mag / +0(-2) Cun / +0(-2) Con Changes resistances: +0%(-9%) lightning Maximum encumbrance: +70 Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Knockback immunity: +40% Maximum life: +40.00 Infravision radius: +0 (-3) Size category: +0 (-1) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]Frost Treads (1 def, 4 armour) Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (+3) Defense: +1 (+0 eff.) Fatigue: +7% (+6%) Changes stats: +4 Str / +4 Dex / +4(+3) Cun / +0(-2) Con Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +0 (+0 eff.) (-11 (-3 eff.)) Mental save: +0 (+0 eff.) (-10 (-4 eff.)) Light radius: +1 Movement speed: +0% (-20%) A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. wanderer's pair of rough leather boots of speed (0 def, 1 armour) (On feet)]Koriganarintir (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +4 Str / +1 Wil / +0(-1) Cun / +0(-2) Con Changes resistances: +6% lightning / +6% temporal / +6% blight Physical save: +0 (+0 eff.) (-11 (-3 eff.)) Mental save: +0 (+0 eff.) (-10 (-4 eff.)) Infravision radius: +3 See invisible: +3 Movement speed: +0% (-20%) A pair of boots made of leather. |
[vs. steady hardened leather gloves (0 def, 2 armour) (On hands)]steady rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-1 (-1 eff.)) Armour: +1 (-1) Physical save: +6 (+2 eff.) (-1 (+0 eff.)) Mental save: +6 (+2 eff.) (-) Disarm immunity: +20% (-3%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]iron helm 'Jetpunish' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (-3) Fatigue: -3% (-11%) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +0(-5) Str / +4 Mag / +0(-4) Wil / +2 Cun / +3(-2) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-4 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-5 eff.)) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Searorder (10 def, 8 armour) (Main armor)]Bukath the steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+1) Defense: +4 (+4 eff.) (-6 (-4 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-4 eff.)) Fatigue: +22% (+14%) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 20 acid / 0(-8) temporal / 0(-14) physical Changes stats: +2 Str / +0(-3) Dex / +0(-4) Wil / +0(-5) Cun / +2 Con Changes resistances: +10% acid / +6% physical / +45%(+42%) fire / +6% cold / +6% lightning Changes resistances penetration: +0%(-10%) temporal Talent cooldown: Rush (-5 turns) Mental save: +0 (+0 eff.) (-10 (-4 eff.)) Disarm immunity: +24% Stun/Freeze immunity: +22% Knockback immunity: +21% Movement speed: +0% (-20%) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) A suit of armour made of metal plates. |
9 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. |
70 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. |
3 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 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 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. |
3 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 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]Ivewyn the iron pickaxe (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str Changes resistances: +9% cold Mental save: +3 (+1 eff.) Silence immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 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. |
[vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
[vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 41 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]This item will automatically be transmogrified when you leave the level. quick steel torque of psychoportation [power 25] (19 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 25), putting all charms on cooldown for 19 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. dwarven-steel torque of psychoportation [power 37] (30 cooldown) (Tool)]elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to remove up to 1 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 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. |
4 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. |
10 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Rivers of Nihil the Shalore Reaver level 8
6th Dusk 122nd year of Ascendancy at 08:58 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Rivers of Nihil the Shalore Reaver level 18
62nd Haze 122nd year of Ascendancy at 10:34 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Rivers of Nihil the Shalore Reaver level 17
60th Haze 122nd year of Ascendancy at 11:11 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Rivers of Nihil the Shalore Reaver level 10
15th Dusk 122nd year of Ascendancy at 16:35 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Rivers of Nihil the Shalore Reaver level 20
80th Haze 122nd year of Ascendancy at 22:36 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Rivers of Nihil the Shalore Reaver level 17
6th Haze 122nd year of Ascendancy at 12:29 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Rivers of Nihil the Shalore Reaver level 7
9th Flare 122nd year of Ascendancy at 21:40 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Rivers of Nihil the Shalore Reaver level 13
41st Dusk 122nd year of Ascendancy at 08:55 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Rivers of Nihil the Shalore Reaver level 17
68th Dusk 122nd year of Ascendancy at 00:57 see stats
Log
Hurricane from Urkis, the High Tempest hits Rivers of Nihil for (128 to bones), 0 lightning (0 total damage).
Your bone shield absorbs the damage!
Thunderstorm hits Rivers of Nihil for (44 to bones), 0 lightning (0 total damage).
Rivers of Nihil is encased in ice!
Urkis, the High Tempest's Ice Shards hits Rivers of Nihil for 141 cold damage.
Rivers of Nihil performs a melee critical strike against Rivers of Nihil!
Rivers of Nihil has temporarily forgotten Grace of the Eternals!
Rivers of Nihil has temporarily forgotten Drain!
Rivers of Nihil has temporarily forgotten Cyst Burst!
Rivers of Nihil hits Iceblock for 23 physical, 5 blight, 12 blight, 8 temporal, 16 physical, 8 physical, 12 blight, 8 temporal, 16 physical (106 total damage).
Urkis, the High Tempest casts Nova.
Rivers of Nihil is recovering from the damage!
Urkis, the High Tempest hits Rivers of Nihil for (56 to ice), 84 lightning (84 total damage).
Urkis, the High Tempest hits Something for 92 lightning damage.
Hurricane from Urkis, the High Tempest hits Rivers of Nihil for (39 to ice), 58 lightning (58 total damage).
The Hurricane around Rivers of Nihil dissipates.
Thunderstorm hits Rivers of Nihil for (23 to ice), 35 lightning (35 total damage).
Rivers of Nihil casts Providence.
Adira the greater gwelgoroth casts Lightning.
Adira the greater gwelgoroth hits Rivers of Nihil for (23 to ice), 35 lightning (35 total damage).
Adira the greater gwelgoroth hits Urkis, the High Tempest for 0 lightning damage.
Urkis, the High Tempest casts Shock.
Rivers of Nihil is free from the ice.
Rivers of Nihil is caught inside a Hurricane.
Thunderstorm hits Rivers of Nihil for 31 lightning damage.
Rivers of Nihil is dazed!
Rivers of Nihil is not dazed anymore.
Saving game...




























































































