Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.7.4Combines 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Berserker |
Level / Exp | 20 / 5% |
Size | medium |
Lifes / Deaths | Killed by Arada the minotaur at level 10 on the 2nd Dusk 122nd year of Ascendancy at 03:25 3 / 2Killed by The Withering Thing at level 14 on the 33rd Dusk 122nd year of Ascendancy at 04:40 |
Primary Stats
Strength | 66 (base 48) |
Dexterity | 39 (base 28) |
Constitution | 28 (base 23) |
Magic | 21 (base 10) |
Willpower | 14 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | 688/688 |
Stamina | 152/152 |
Healing Factor | 1.3456298990388 |
Regeneration | 27.322153994996 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 30.783939787388 |
Offense: Mainhand
Damage | 82 |
Accuracy | 40 |
Crit Chance | 11% |
APR | 33 |
Speed | 0.90 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Light | +10% |
Blight | +3% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 28.08934837382 (81.151787968034%) |
Defense | 27 |
Ranged Defense | 27 |
Fatigue | 29 |
Physical Save | 26 |
Spell Save | 23 |
Mental Save | 18 |
Defense: Resistances
Lightning | + 33%( 70%) |
Light | + 30%( 70%) |
Temporal | + 9%( 70%) |
Darkness | + 3%( 70%) |
Fire | + 9%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Pinning Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 336 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 21 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Magic stat. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
beneficial effect | The thrill of combat improves the target's maximum life by 14%, life regeneration by 5.84, and stamina regeneration by 1.17. Bloodbath |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
Escort the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. 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 pouch of bone giant dust. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * You've found the needed red crystal shard. | 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 within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | [vs. Woepython the pair of iron boots (0 def, 3 armour) (On feet)] Woepython the pair of iron boots (0 def, 3 armour)Woepython the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage (Melee): 0(-20) item darkness numbing Changes stats: +3(-) Str / +3(-) Con Changes resistances: +3%(-) darkness / +6%(-) fire Changes damage: +3%(-) darkness / +6%(-) fire It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | [vs. Vorissra the iron helm (0 def, 5 armour) (On head)] Vorissra the iron helm (0 def, 5 armour)Vorissra the iron helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +5% (-) Changes resistances: +6%(-) lightning / +9%(-) temporal Spell save: +3 (+1 eff.) (-) Life regen: +4.00 (-) Maximum life: +20.00 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | [vs. Prox's Lucky Halfling Foot (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes stats: +5(-) Lck Trap disarming bonus: +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | [vs. copper ring 'Prismjustice' (On fingers, 1 of 2)] copper ring 'Prismjustice'copper ring 'Prismjustice' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) (-) Armour penetration: +8 (-) Defense: +7 (+4 eff.) (-) Changes stats: +1(-) Wil / +6(-) Mag Mental save: +6 (+6 eff.) (-) Maximum hate: +8.00 (-) Mindpower: +10 (+5 eff.) (-) Light radius: +2 (-) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 91% 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 make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. copper ring 'Prismjustice' (On fingers, 1 of 2)] savage's copper ringsavage's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-3 eff.)) Armour penetration: +0 (-8) Defense: +0 (+0 eff.) (-7 (-4 eff.)) Changes stats: +0(-6) Mag / +0(-1) Wil / +2 Con Spell save: +11 (+6 eff.) Mental save: +0 (+0 eff.) (-6 (-6 eff.)) Maximum stamina: +10.00 Maximum hate: +0.00 (-8.00) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Light radius: +0 (-2) Rings make your fingers look great! Tap to cycle through comparison choices |
Around waist | [vs. noble's rough leather belt of life (Around waist)] noble's rough leather belt of lifenoble's rough leather belt of life Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +3(-) Wil Damage against: +15% (-)Summoned Reduced damage from: +16% (-)Summoned Life regen: +0.80 (-) Healing mod.: +10% (-) A belt that goes around your waist. |
In main hand | [vs. Spectral Blade (130% power, 25 apr) (In main hand)] Spectral Blade (130% power, 25 apr)Spectral Blade (130% power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 (-) Crit. chance: +3.0% (-) Attack speed: 111% (-) Damage (Melee): +15(-) arcane Damage (radius 2) on crit: +30(-) arcane silence When wielded/worn: Mana each turn: +0.50 (-) Spellpower: +5 (+2 eff.) (-) See invisible: +10 (-) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
On hands | [vs. restful hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)] restful hardened leather gloves of strength (+3) (0 def, 2 armour)restful hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) (-) Armour: +2 (-) Changes stats: +3(-) Str Life regen: +6.00 (-) Stamina each turn: +0.50 (-) Maximum stamina: +15.00 (-) 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. |
Main armor | [vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] Hellrip the iron plate armour (0 def, 7 armour)Hellrip the iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-) Fatigue: +22% (-) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 15 Damage (Melee): 0(-20) item blight disease Changes resistances: +16%(-) lightning / +3%(-) fire Changes resistances penetration: +15%(-) arcane Changes damage: +3%(-) blight / +3%(-) fire A suit of armour made of metal plates. |
Cloak | [vs. Cloak of Deception (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) (-) Spellpower: +5 (+2 eff.) (-) Mindpower: +5 (+3 eff.) (-) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | [vs. grounding copper amulet of strength (+2) (Around neck)] grounding copper amulet of strength (+2)grounding copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Changes resistances: +11%(-) lightning Stun/Freeze immunity: +20% (-) Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
[vs. Spectral Blade (130% power, 25 apr) (In main hand)] Flametrial the elm starstaff (100% power, 2 apr, temporal element)Flametrial the elm starstaff (100% power, 2 apr, temporal element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-31%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-23) Crit. chance: +2.5% (-0.5%) Attack speed: 100% (-11%) Damage (Melee): +0(-15) arcane Damage (radius 2) on crit: +0(-30) arcane silence When wielded/worn: Changes stats: +4 Con Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +15% fire Changes damage: +10% temporal Talent granted: +1 Command Staff Life regen: +0.60 Mana each turn: +0.00 (-0.50) Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +7 (+3 eff.) (+2 (+1 eff.)) Spell crit. chance: +1% Light radius: +1 See invisible: +0 (-10) Healing mod.: +11% Staves designed for wielders of magic, by the greats of the art. |
[vs. Spectral Blade (130% power, 25 apr) (In main hand)] Drake's Bane (156% power, 21 apr)Drake's Bane (156% power, 21 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% (+25%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 (-4) Crit. chance: +2.0% (-1.0%) Attack speed: 100% (-11%) Damage (Melee): +0(-15) arcane Damage (radius 2) on crit: +0(-30) arcane silence Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+5 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Mana each turn: +0.00 (-0.50) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) See invisible: +0 (-10) The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
[vs. Spectral Blade (130% power, 25 apr) (In main hand)] Blackbearer the iron greatmaul (122% power, 1 apr)Blackbearer the iron greatmaul (122% power, 1 apr) Requires: - Strength 11 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 122% (-8%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-24) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-11%) Damage (Melee): +0(-15) arcane Damage (radius 2) on crit: +0(-30) arcane silence When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +4 Dex / +2 Mag / +9 Wil / +1 Cun / +13 Con Changes damage: +6% cold Mana each turn: +0.00 (-0.50) Maximum life: +27.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) See invisible: +0 (-10) Massive two-handed mauls. |
[vs. Spectral Blade (130% power, 25 apr) (In main hand)] iron greatmaul 'Torchtrencher' (111% power, 1 apr)iron greatmaul 'Torchtrencher' (111% power, 1 apr) Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 111% (-19%) Range: 1.5x (-0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-24) Crit. chance: +0.5% (-2.5%) Attack speed: 100% (-11%) On weapon hit: * 16% chance to reduce all saves and defense by 18 Damage (Melee): +11 mind / +0(-15) arcane Damage (radius 2) on crit: +0(-30) arcane silence When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +9% fire Mental save: +6 (+4 eff.) Mana each turn: +0.00 (-0.50) Equilibrium when hit: +0.04 Maximum psi: +20.00 Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mental crit. chance: +1% See invisible: +0 (-10) Massive two-handed mauls. |
[vs. Spectral Blade (130% power, 25 apr) (In main hand)] River's Fury (125% power, 8 apr)River's Fury (125% 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. Power: 126% (-5%) Range: 1.4x (-0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (-17) Crit. chance: +5.0% (+2.0%) Attack speed: 91% (-20%) Damage (Melee): +0(-15) arcane / +15 cold Damage (radius 2) on crit: +0(-30) arcane silence When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances: +10% cold Changes damage: +10% cold Mana each turn: +0.00 (-0.50) Spellpower: +10 (+5 eff.) (+5 (+3 eff.)) See invisible: +0 (-10) 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 7.16 cold damage and 7.16 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. Spectral Blade (130% power, 25 apr) (In main hand)] Floenull the rough leather slingThis item will automatically be transmogrified when you leave the level. Floenull the rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-25) Crit. chance: +0.0% (-3.0%) Attack speed: 100% (-11%) Firing range: +6 Damage (Melee): +0(-15) arcane Damage (radius 2) on crit: +0(-30) arcane silence When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +9% fire Changes damage: +9% mind / +3% cold Mental save: +3 (+2 eff.) Mana each turn: +0.00 (-0.50) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +30 (+14 eff.) See invisible: +0 (-10) Slings are used to hurl stones or metal shots at your foes. |
[vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] Galeoblivion the linen robe (0 def, 0 armour)Galeoblivion the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-7) Fatigue: +0% (-22%) Effects on melee hit: * 20% chance to slow global speed by 44% Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 2 lightning Changes stats: +6 Cun / +1 Mag Changes resistances: +18%(+2%) lightning / +3% cold / +0%(-3%) fire / +7% all Changes resistances penetration: +0%(-15%) arcane Changes damage: +12% lightning / +0%(-3%) fire / +0%(-3%) blight See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] linen robe 'Darkkiss' (0 def, 0 armour)linen robe 'Darkkiss' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-7) Fatigue: +0% (-22%) Damage (Melee): 0(-20) item blight disease Damage when hit (Melee): 4 darkness Changes stats: +1 Dex / +1 Cun / +5 Con Changes resistances: +0%(-16%) lightning / +0%(-3%) fire / +7% all Changes resistances penetration: +5% darkness / +0%(-15%) arcane Changes damage: +0%(-3%) blight / +0%(-3%) fire / +6% nature / +12% darkness Poison immunity: +23% Disease immunity: +20% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] focusing woollen robe of darkness (+21%) (0 def, 0 armour)focusing woollen robe of darkness (+21%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-7) Fatigue: +0% (-22%) Damage (Melee): 0(-20) item blight disease Changes stats: +4 Mag / +5 Wil Changes resistances: +0%(-16%) lightning / +0%(-3%) fire / +21% darkness / +9% all Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-3%) blight / +0%(-3%) fire / +14% darkness Mana each turn: +0.15 Psi each turn: +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] iron mail armour of delving (2 def, 4 armour)iron mail armour of delving (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-3) Defense: +2 (+1 eff.) Fatigue: +12% (-10%) Damage (Melee): 0(-20) item blight disease Changes stats: +5 Str Changes resistances: +0%(-16%) lightning / +6% physical / +11% darkness / +0%(-3%) fire Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-3%) blight / +0%(-3%) fire Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
[vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-3) Defense: +2 (+1 eff.) Fatigue: +12% (-10%) Damage (Melee): 0(-20) item blight disease Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10%(+7%) fire / +0%(-16%) lightning Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-3%) blight / +0%(-3%) fire Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
[vs. Hellrip the iron plate armour (0 def, 7 armour) (Main armor)] voratun mail armour of lightning resistance (5 def, 10 armour)voratun mail armour of lightning resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 (+3) Defense: +5 (+2 eff.) Fatigue: +12% (-10%) Damage (Melee): 0(-20) item blight disease Changes resistances: +24%(+8%) lightning / +0%(-3%) fire Changes resistances penetration: +0%(-15%) arcane Changes damage: +0%(-3%) blight / +0%(-3%) fire A suit of armour made of mail. |
[vs. noble's rough leather belt of life (Around waist)] insulating rough leather belt of resilienceinsulating rough leather belt of resilience Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Cun / +0(-3) Wil Changes resistances: +7% fire / +5% cold Damage against: +0% (-15% )Summoned Reduced damage from: +0% (-16% )Summoned Life regen: +0.00 (-0.80) Maximum life: +31.00 Healing mod.: +0% (-10%) A belt that goes around your waist. |
[vs. Cloak of Deception (Cloak)] enveloping linen cloak of Iron Throne (7 def, 0 armour)enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +7 (+3 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloak of Deception (Cloak)] linen cloak 'Cyrekira' (1 def, 0 armour)linen cloak 'Cyrekira' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Defense: +1 (+0 eff.) Changes stats: +2 Mag Spell save: +7 (+4 eff.) Mental save: +5 (+3 eff.) Equilibrium when hit: +0.08 Spellpower: +30 (+15 eff.) (+25 (+13 eff.)) Spell crit. chance: +2% Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloak of Deception (Cloak)] linen cloak 'Tuhell' (22 def, 2 armour)linen cloak 'Tuhell' (22 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +2 Defense: +22 (+11 eff.) Changes stats: +2 Cun Physical save: +6 (+3 eff.) Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Mindpower: +0 (+0 eff.) (-5 (-3 eff.)) Light radius: +3 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Woepython the pair of iron boots (0 def, 3 armour) (On feet)] Faletobers the Toxingore (0 def, 3 armour)Faletobers the Toxingore (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +0% (-2%) Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 2 nature Changes stats: +4(+1) Str / +1(-2) Con Changes resistances: +0%(-3%) darkness / +0%(-6%) fire Changes damage: +0%(-6%) fire / +3% nature / +6%(+3%) darkness Reduces incoming crit damage: 5.00% Light radius: +3 Infravision radius: +1 A pair of boots made of leather. |
[vs. Woepython the pair of iron boots (0 def, 3 armour) (On feet)] Winterwaker (0 def, 3 armour)Winterwaker (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Effects on melee hit: * 20% chance to reduce armor by 24% Damage (Melee): 0(-20) item darkness numbing Damage when hit (Melee): 4 cold Changes stats: +0(-3) Str / +2 Dex / +2 Cun / +0(-3) Con Changes resistances: +3% cold / +0%(-3%) darkness / +0%(-6%) fire Changes resistances penetration: +10% light Changes damage: +9% acid / +3% cold / +0%(-3%) darkness / +0%(-6%) fire It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. 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 106% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. restful hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)] Amuganeg (0 def, 1 armour)Amuganeg (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +8 (+2 eff.) (+3 (+1 eff.)) Armour: +1 (-1) Changes stats: +1 Cun / +2(-1) Str Life regen: +0.00 (-6.00) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-15.00) Light radius: +3 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. |
[vs. restful hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)] Sludgegrip (0 def, 0 armour)Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +0 (-2) Changes stats: +0(-3) Str / +4 Wil / +4 Cun Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Life regen: +0.00 (-6.00) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-15.00) 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. |
[vs. restful hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)] alchemist's hardened leather gloves (0 def, 2 armour)alchemist's hardened leather gloves (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-1 eff.)) Armour: +2 (-) Damage (Melee): 4 acid / 4 fire / 4 cold / 4 lightning Changes stats: +0(-3) Str / +3 Mag / +3 Wil Life regen: +0.00 (-6.00) Stamina each turn: +0.00 (-0.50) Maximum stamina: +0.00 (-15.00) 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. |
[vs. Vorissra the iron helm (0 def, 5 armour) (On head)] shielding linen wizard hat of light (+15%) (1 def, 0 armour)shielding linen wizard hat of light (+15%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-5) Defense: +1 (+0 eff.) Fatigue: +0% (-5%) Changes stats: +3 Mag Changes resistances: +0%(-6%) lightning / +0%(-9%) temporal / +15% light Changes damage: +10% light Spell save: +5 (+2 eff.) (+2 (+1 eff.)) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-20.00) A pointy cloth hat, very wizardly... |
[vs. Vorissra the iron helm (0 def, 5 armour) (On head)] rough leather cap 'Eilinimith' (0 def, 3 armour)rough leather cap 'Eilinimith' (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 (-2) Fatigue: +1% (-4%) Changes stats: +3 Wil / +3 Cun / +3 Con Changes resistances: +0%(-6%) lightning / +0%(-9%) temporal Changes resistances penetration: +10% physical Physical save: +3 (+2 eff.) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-20.00) Maximum stamina: +30.00 Mindpower: +3 (+1 eff.) A cap made of leather. |
[vs. Vorissra the iron helm (0 def, 5 armour) (On head)] iron helm 'Murkshaper' (4 def, 3 armour)iron helm 'Murkshaper' (4 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +3 (-2) Defense: +4 (+2 eff.) Fatigue: +5% (-) Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness / 8 mind Changes stats: +5 Cun Changes resistances: +0%(-6%) lightning / +0%(-9%) temporal Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Life regen: +0.00 (-4.00) Maximum life: +0.00 (-20.00) Maximum psi: +20.00 Mindpower: +10 (+5 eff.) Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Summertide Phial (Light source)] Zuboma the DarksweepZuboma the Darksweep Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes stats: +3 Cun Changes resistances: +6% darkness / +0%(-30%) light Changes resistances penetration: +15% mind Changes damage: +0%(-10%) light Equilibrium when hit: +0.04 Maximum life: +43.00 Light radius: +5 (-) Healing mod.: +0% (-10%) 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. |
[vs. Summertide Phial (Light source)] brass lantern 'Belamivena'brass lantern 'Belamivena' Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes stats: +2 Dex / +3 Wil Changes resistances: +0%(-30%) light / +2% physical Changes damage: +0%(-10%) light Light radius: +5 (-) Healing mod.: +0% (-10%) 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. |
[vs. Prox's Lucky Halfling Foot (Tool)] iron pickaxe 'Frostlord' (dig speed 27 turns)iron pickaxe 'Frostlord' (dig speed 27 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Damage when hit (Melee): 2 cold Changes stats: +1 Str / +0(-5) Lck Changes resistances: +3% light Changes resistances penetration: +15% cold Trap disarming bonus: +0 (-5) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Prox's Lucky Halfling Foot (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +0(-5) Lck / +5 Wil Trap disarming bonus: +0 (-5) Mental save: +10 (+6 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 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 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
By Skelezer the Skeleton Berserker level 18
62nd Dusk 122nd year of Ascendancy at 16:20 see stats
By Skelezer the Skeleton Berserker level 10
1st Dusk 122nd year of Ascendancy at 05:22 see stats
By Skelezer the Skeleton Berserker level 20
71st Dusk 122nd year of Ascendancy at 04:45 see stats
By Skelezer the Skeleton Berserker level 9
9th Flare 122nd year of Ascendancy at 11:57 see stats
By Skelezer the Skeleton Berserker level 11
4th Dusk 122nd year of Ascendancy at 23:08 see stats
By Skelezer the Skeleton Berserker level 14
33rd Dusk 122nd year of Ascendancy at 03:15 see stats
Log
Islussra, the experimenting tinker says: 'I am glad I found you.'
Islussra, the experimenting tinker says: 'I am at full strength.'
Berserker Rage's rage subsides!
Resting starts...
Rested for 11 turns (stop reason: all resources and life at maximum).
Saving game...
Islussra, the experimenting tinker uses Pulse Detonator.
Bee swarm speeds up.
Saving done.
Berserker Rage's rage awakens!
Bee swarm's morale has been lowered.
Bee swarm bites poison into Skelezer.
Bee swarm slows down.
Bee swarm misses Skelezer.
Skelezer performs a melee critical strike against Bee swarm!
Skelezer revels in the spilt blood and grows stronger!
Skelezer hits Bee swarm for 159 physical, 15 arcane (174 total damage).
Skelezer killed Bee swarm!
Islussra, the experimenting tinker says: 'Please help me reach the portal.'
Berserker Rage's rage subsides!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Skelezer no longer revels in blood quite so much.