Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! verbose 1.5.5This addon inserts much more information in the log about damage reduction. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Improved player targetting 1.2.0Player's targetting improvements. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 20 / 87% |
Size | big |
Lifes / Deaths | Killed by barrow wight at level 19 on the 7th Flare 122nd year of Ascendancy at 09:20 2 / 3Killed by Nerovena the thief at level 19 on the 7th Flare 122nd year of Ascendancy at 10:45 Killed by Islaba the giant blue ant at level 19 on the 7th Flare 122nd year of Ascendancy at 13:16 |
Primary Stats
Strength | 47 (base 17) |
Dexterity | 39 (base 17) |
Constitution | 23 (base 12) |
Magic | 32 (base 12) |
Willpower | 54 (base 45) |
Cunning | 58 (base 48) |
Resources
Mana | 499/499 |
Psi | 121/134 |
Vim | 205/205 |
Life | 920/920 |
Stamina | 51/219 |
Paradox | 314 |
Healing Factor | 1.6310362694301 |
Regeneration | 11.988116580311 |
Speed
Mental | +6% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
See Stealth | 69.407362411425 |
See Invisible | 68.407362411425 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 78 |
Accuracy | 55 |
Crit Chance | 37% |
APR | 9 |
Speed | 0.75 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +9% |
Lightning | +36% |
Acid | +9% |
Temporal | +6% |
Blight | +30% |
Arcane | +27% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Nature | +34% |
Physical | +10% |
Blight | +5% |
Arcane | +40% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 75.764837513756 (96.030927835052%) |
Defense | 23 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 50 |
Mental Save | 32 |
Defense: Resistances
Acid | + 34%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 30%( 70%) |
All | + 20%( 70%) |
Lightning | + 49%( 70%) |
Light | + 14%( 70%) |
Mind | + 30%( 70%) |
Physical | + 26%( 70%) |
Darkness | + 27%( 70%) |
Fire | + 25%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Silence Resistance | 49% |
Disarm Resistance | 22% |
Knockback Resistance | 26% |
Confusion Resistance | 96% |
Stun Resistance | 100% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Blind Resistance | 49% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 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%. |
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 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (75% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 201 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Augmentation |
talent | Intuitive Shots |
talent | Weapon Folding |
talent | Hardened Core |
talent | Chant of Fortress |
talent | Beyond the Flesh |
detrimental effect | The target is hexed, granting it 41% chance each turn to be dazed for 3 turns. Pacification Hex |
detrimental effect | On death will restore to the source up to 9 times the vim's worth. Bleak Outcome |
beneficial effect | Increases attack speed by 6%. Bullseye |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
Quests
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 must explore the renegade Shaloren camp. | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 39% of the way to your next Rank. You have killed: 262 Uniques 89 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | 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 |
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. | 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 |
Equipment
Psionic focus | Cinderviper the elm longbow Cinderviper the elm longbowRequires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +40 nature Burst (radius 2) on crit: +4 fire When wielded/worn: Changes resistances: +6% blight / +16% all Changes resistances penetration: +5% blight / +5% fire / +29% nature Changes damage: +9% blight / +3% fire Longbows are used to shoot arrows at your foes. |
Quiver | quiver of ash arrows 'Aeruyatira' (15/19, 127% power, 9 apr) quiver of ash arrows 'Aeruyatira' (15/19, 127% power, 9 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 127% Range: 1.4x Uses stats: 50% Wil, 70% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +9 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 20% chance to curse the target Damage (Ranged): +8 blight / +8 physical / +12 darkness / +16 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
On hands | Belodhemira (9 def, 1 armour) Belodhemira (9 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Damage (Melee): 6 lightning / 6 fire Changes resistances: +6% lightning / +6% fire / +3% nature / +6% cold Changes damage: +4% lightning / +4% fire Physical save: +3 (+1 eff.) Spell save: +10 (+3 eff.) Stun/Freeze immunity: +25% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Gloruthra the Kindlewisp Gloruthra the KindlewispInfused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 16 light Changes stats: +1 Str / +1 Mag / +1 Cun Changes resistances: +9% light Reduces incoming crit damage: 10.00% Blindness immunity: +49% Confusion immunity: +25% Maximum life: +44.00 Light radius: +10 See stealth: +14 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Tempestbearer the rough leather cap (0 def, 1 armour) Tempestbearer the rough leather cap (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 lightning Changes stats: +2 Str / +2 Dex / +2 Cun / +5 Con Changes resistances: +9% lightning / +6% acid / -17% light / +7% nature Changes damage: +9% lightning Spell save: +5 (+2 eff.) Life regen: +2.00 Maximum life: +43.00 Healing mod.: +13% A cap made of leather. |
On feet | pair of iron boots 'Ivymira' (0 def, 3 armour) pair of iron boots 'Ivymira' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -8% Changes stats: +6 Str / +1 Cun / +3 Con Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Silence immunity: +49% Confusion immunity: +48% Stun/Freeze immunity: +46% It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Tool | Emelyba [power 9] (6 cooldown) Emelyba [power 9] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +1 Dex / +1 Mag / +1 Cun Talent cooldown: Volcano (-4 turns) Talent granted: +4 Volcano Mana each turn: +0.12 Maximum vim: +7.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +30% It can be used to reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Zudas ZudasInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +5% arcane Critical mult.: +5.00% Spell save: +20 (+7 eff.) Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +26% Life regen: +1.20 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +110.00 Maximum mana: +20.00 Spell crit. chance: +4% Healing mod.: +22% Rings can have magical properties. |
On fingers | Shadowstriker the copper ring Shadowstriker the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% darkness Changes resistances penetration: +25% arcane Changes damage: +9% darkness Physical save: +6 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +1.00 Rings can have magical properties. |
Around neck | copper amulet 'Scorchwinnow' copper amulet 'Scorchwinnow'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 temporal / 20 fire Changes resistances: +12% lightning / +12% mind Changes damage: +6% temporal Talent masteries: +0.14 Corruption / Torture +0.14 Corruption / Plague Confusion immunity: +23% Stun/Freeze immunity: +22% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets can have magical properties. |
In main hand | yew longbow 'Murkrot' yew longbow 'Murkrot'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * Slows global speed by 20% Damage (Ranged): +21 lightning Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +6 acid When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +14.0% Changes stats: +5 Mag Changes resistances: +3% acid Changes resistances penetration: +5% nature Changes damage: +23% lightning / +12% arcane / +9% acid Spellpower: +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Around waist | Nerurath NerurathPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% arcane / +9% blight Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+1 eff.) Mindpower: +3 (+1 eff.) Damage Shield penetration: +40% A belt that goes around your waist. |
In off hand | iron shield 'Glawe' (4 def, 2 armour, 19.5 block) iron shield 'Glawe' (4 def, 2 armour, 19.5 block)Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage (Melee): 6 acid Damage when hit (Melee): 14 acid / 11 nature Changes resistances: +11% nature / +11% blight Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +12% blight Talent granted: +1 Block Maximum life: +93.00 Maximum vim: +40.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +30% Handheld deflection devices. |
Cloak | linen cloak 'Zubassra' (1 def, 0 armour) linen cloak 'Zubassra' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Defense: +1 (+1 eff.) Changes stats: +2 Dex / +7 Mag / +6 Wil Changes resistances penetration: +10% physical Critical mult.: +3.00% Spell save: +6 (+2 eff.) Life regen: +0.40 Maximum mana: +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Airgash (3 def, 18 armour) Airgash (3 def, 18 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+2 eff.) Fatigue: +10% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +1 Str / +4 Mag / +3 Cun Changes resistances: +8% acid / +7% cold / +9% lightning Allows you to breathe in: water Physical save: +8 (+2 eff.) Life regen: +2.50 Maximum life: +67.00 Infravision radius: +3 Healing mod.: +18% A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. lightning rune (243 lightning damage)lightning rune (243 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 81.15 to 243.44 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. schematic: Razor Edgeschematic: Razor Edge Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Chamadravon the steel amulet Chamadravon the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: -5% Changes stats: +5 Dex / +4 Wil / +6 Cun / +6 Con Changes resistances: +14% fire / +14% cold Physical save: +6 (+2 eff.) Confusion immunity: +10% Teleport immunity: +5% Life regen: +0.50 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Lisewe the Cloudobeisance Lisewe the CloudobeisanceInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 15% chance to daze at end of turn Changes resistances: +21% lightning / +13% darkness / +13% fire / +11% cold / +12% light Changes resistances penetration: +10% nature Changes damage: +3% nature / +6% lightning Blindness immunity: +25% Amulets can have magical properties. |
Vorobrenn VorobrennInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Defense: +9 (+5 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Wil Changes resistances: +12% light / +14% darkness Changes resistances penetration: +5% physical Changes damage: +6% physical Critical mult.: +3.00% Mental save: +6 (+3 eff.) Blindness immunity: +23% Confusion immunity: +12% Maximum stamina: +10.00 Mindpower: +6 (+3 eff.) Combat speed: +10% Amulets can have magical properties. |
copper amulet 'Xanubrevena' copper amulet 'Xanubrevena'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +8 Str / +5 Dex / +5 Wil Changes resistances: +3% mind Physical save: +12 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +12 (+6 eff.) Mana each turn: +0.24 Mana when firing critical spell: +1.00 Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
copper amulet of strength (+2) copper amulet of strength (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. gold amulet 'Barygadil'gold amulet 'Barygadil' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Cun / +8 Wil Mental save: +9 (+5 eff.) Equilibrium when hit: +0.16 Mindpower: +10 (+4 eff.) Mental crit. chance: +7% Amulets can have magical properties. |
Cyronor the copper ring Cyronor the copper ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Str / +4 Wil Changes resistances: +22% fire Changes damage: +6% mind / +11% fire Mental save: +6 (+3 eff.) Confusion immunity: +22% Life regen: +0.60 Maximum life: +42.00 See invisible: +9 Healing mod.: +13% Rings can have magical properties. |
Dimworth DimworthPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +36% darkness / +3% temporal Changes resistances penetration: +15% darkness Changes damage: +12% darkness / +3% temporal Blindness immunity: +24% Infravision radius: +4 See stealth: +8 See invisible: +9 Rings can have magical properties. |
Sulfurobeisance SulfurobeisanceInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature / 8 temporal Changes stats: +5 Cun / +4 Dex Changes resistances: +24% cold / +9% nature / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +12% cold Rings can have magical properties. |
Turoneg TuronegPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +8 Wil Changes resistances: +6% blight Changes damage: +9% mind Silence immunity: +25% Disarm immunity: +25% Pinning immunity: +23% Knockback immunity: +22% Mana each turn: +0.13 Equilibrium when hit: +0.08 Maximum life: +25.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +2% Rings can have magical properties. |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +23.00 Rings can have magical properties. |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's copper ring of clarity psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +10 (+5 eff.) Confusion immunity: +20% Rings can have magical properties. |
steel ring 'Samydig' steel ring 'Samydig'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +14 (+7 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +4 Cun / +2 Con Changes resistances: +26% darkness / +3% physical Changes damage: +13% darkness / +9% blight Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +24% Stamina each turn: +0.40 Maximum life: +28.00 Maximum mana: +40.00 Damage Shield penetration: +20% Rings can have magical properties. |
Halolach HalolachRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Ammo reloads per turn: +3 Changes stats: +2 Wil / +7 Mag Changes resistances penetration: +9% temporal / +23% physical Changes damage: +9% temporal / +24% physical Talent mastery: +0.30 Chronomancy / Bow Threading Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Critical mult.: +10.00% Maximum mana: +20.00 Damage Shield penetration: +27% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Zubemina the Flowervice Zubemina the FlowerviceRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 20% Damage (Ranged): +12 cold When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Changes stats: +5 Dex / +1 Wil Changes resistances penetration: +18% physical Changes damage: +6% nature / +12% cold Critical mult.: +10.00% Mental save: +12 (+6 eff.) Hate when firing a critical mind attack: +2.00 Longbows are used to shoot arrows at your foes. |
elm longbow 'Flashspawner' elm longbow 'Flashspawner'Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +26 (+7 eff.) Physical crit. chance: +12.0% Physical power: +4 (+1 eff.) Fatigue: -4% Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +15% physical Changes damage: +15% physical Physical save: +6 (+2 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Zanurion the Duathelcrypt (129% power, 14 apr)Zanurion the Duathelcrypt (129% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 129% Range: 1.5x Uses stat: 100% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +49 Damage (Melee): +8 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +17 Physical crit. chance: +8.0% Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 11 ice / 20 darkness Changes stats: +4 Wil Changes resistances: +12% cold / +6% mind / +3% darkness Changes resistances penetration: +11% physical Changes damage: +15% mind Talent granted: +2 Block Critical mult.: +12.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Adigatira (109% power, 2 apr) Adigatira (109% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 109% Range: 1.4x Uses stat: 100% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 7% chance to inflict 15% damage reduction * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Damage (Melee): +4 temporal / +8 mind When wielded/worn: Changes resistances penetration: +5% temporal Grants telepathy: Dragon Critical mult.: +5.00% Mental crit. chance: +2% One-handed war axes. |
Flashsage FlashsageCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Effects on melee hit: * 15% chance to blind Changes resistances penetration: +5% light Changes damage: +3% light Spell save: +6 (+2 eff.) Light radius: +3 Size category: +1 A belt that goes around your waist. |
Splendourraven (1 def, 0 armour) Splendourraven (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Mag / +6 Wil Changes resistances: +3% light / +5% arcane Changes damage: +6% light Spell crit. chance: +9% Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Alirevor the Ichorhacker (4 def, 1 armour) Alirevor the Ichorhacker (4 def, 1 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +6% nature / +3% lightning Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +9 (+5 eff.) Poison immunity: +5% Silence immunity: +15% Disarm immunity: +10% Pinning immunity: +10% Knockback immunity: +15% Life regen: +1.90 Healing mod.: +13% A pair of boots made of leather. |
Gleamwrither (0 def, 3 armour) Gleamwrither (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 light Changes resistances: +9% blight Changes damage: +6% blight Stamina each turn: +0.40 Maximum stamina: +11.00 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowzeal the pair of iron boots (0 def, 3 armour) Glowzeal the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes stats: +2 Mag Changes damage: +9% light Physical save: +6 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +16 (+8 eff.) Stamina each turn: +0.40 Hate when firing a critical mind attack: +2.00 Maximum stamina: +12.00 Lowers spell cool-downs by: 10% Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchtickler the pair of rough leather boots (0 def, 1 armour) Pitchtickler the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +8 Dex / +3 Wil / +3 Con / +7 Lck Changes damage: +6% darkness Stealth bonus: +7 Silence immunity: +24% Confusion immunity: +21% Stun/Freeze immunity: +24% Infravision radius: +2 A pair of boots made of leather. |
Vilenaught (12 def, 1 armour) Vilenaught (12 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +12 (+6 eff.) Fatigue: +1% Changes resistances: +6% lightning / +7% temporal / +3% darkness Changes damage: +6% nature Reduces incoming crit damage: 15.00% Physical save: +20 (+6 eff.) Spell save: +22 (+7 eff.) Stamina each turn: +0.40 Maximum stamina: +12.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 4.8 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of rough leather boots 'Neremima' (3 def, 1 armour) pair of rough leather boots 'Neremima' (3 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 8 physical Changes stats: +4 Dex / +3 Mag / +7 Lck Critical mult.: +3.00% Reduces incoming crit damage: 15.00% Stealth bonus: +6 Physical save: +22 (+7 eff.) Spell save: +13 (+4 eff.) Mental save: +13 (+7 eff.) A pair of boots made of leather. |
Shadebright (0 def, 1 armour) Shadebright (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +13 Physical power: +7 (+2 eff.) Armour: +1 Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +3 Str / +6 Dex / +3 Wil / +5 Cun Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum vim: +30.00 Damage Shield penetration: +40% It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Yviyawen the Daystrider (0 def, 3 armour) Yviyawen the Daystrider (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 15% chance to blind Changes stats: +2 Str / +2 Wil Changes resistances: +8% cold Changes resistances penetration: +15% light Allows you to breathe in: water Mental save: +6 (+3 eff.) Mana each turn: +0.04 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runodig the quiver of elm arrows (24/24, 139% power, 5 apr) Runodig the quiver of elm arrows (24/24, 139% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 139% Range: 1.4x Uses stats: 50% Wil, 70% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Capacity: 24 Damage (Ranged): +18 insidious poison / +8 mind Arrows are used with bows to pierce your foes to death. |
barbed quiver of elm arrows of accuracy (15/15, 114% power, 5 apr) barbed quiver of elm arrows of accuracy (15/15, 114% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 114% Range: 1.4x Uses stats: 50% Wil, 70% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 15 On weapon crit: * wounds the target for 7 turns: 14 bleeding, 54% reduced healing Damage (Ranged): +9 bleed Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (12/13, 118% power, 5 apr) quiver of elm arrows (12/13, 118% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 118% Range: 1.4x Uses stats: 50% Wil, 70% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
7 agate 7 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. |
1109 alchemist agate 1109 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. |
Aerimira the iron pickaxe (dig speed 31 turns) Aerimira the iron pickaxe (dig speed 31 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Str / +2 Dex / +4 Wil Changes resistances penetration: +5% physical Physical save: +12 (+4 eff.) Maximum life: +20.00 Mental crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
14 spinel 14 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
Glorolaith GlorolaithInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind / +6% blight Mana when firing critical spell: +2.00 Vim when firing critical spell: +4.00 Light radius: +2 Damage Shield penetration: +40% 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. |
Xerariathra XerariathraCrafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Defense: +7 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag Changes resistances penetration: +10% arcane / +6% all Critical mult.: +10.00% Physical save: +11 (+3 eff.) Spell save: +11 (+4 eff.) Mental save: +11 (+6 eff.) Mana each turn: +0.04 Maximum mana: +60.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Vileknave' brass lantern 'Vileknave'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes damage: +3% nature Mental save: +6 (+3 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Branagas [power 2] (9 cooldown)Branagas [power 2] (9 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Mag Maximum wards: +3 acid / +3 nature / +2 light Changes damage: +9% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Spell save: +6 (+2 eff.) Mana when firing critical spell: +4.00 Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 5 stamina. Natural totems are made by powerful wilders to store nature power. |
Brodurostir the elm wand of conjuration [power 85] (9 cooldown) Brodurostir the elm wand of conjuration [power 85] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +4 Str / +1 Mag / +1 Wil / +1 Cun Infravision radius: +2 It can be used to fire a bolt of a random element with (base) damage 42 to 85, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
15 ametrine 15 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. |
13 citrine 13 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. |
12 zircon 12 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
By Falsmi the Ogre Adventurer level 18
2nd Flare 122nd year of Ascendancy at 00:57 see stats
By Falsmi the Ogre Adventurer level 19
7th Flare 122nd year of Ascendancy at 08:53 see stats
By Falsmi the Ogre Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Falsmi the Ogre Adventurer level 20
7th Flare 122nd year of Ascendancy at 16:24 see stats
By Falsmi the Ogre Adventurer level 14
1st Mirth 122nd year of Ascendancy at 08:48 see stats
By Falsmi the Ogre Adventurer level 17
7th Mirth 122nd year of Ascendancy at 14:01 see stats
By Falsmi the Ogre Adventurer level 15
3rd Mirth 122nd year of Ascendancy at 04:20 see stats
Log
Ivodatha the thief's blood frenzy intensifies!
Golem (servant of Falsmi's temporal clone) is dazed!
Ivodatha the thief hits Golem (servant of Falsmi's temporal clone) for (100 absorbed), 73 physical, 124 physical (197 total damage).
Ivodatha the thief starts to bleed.
Ivodatha the thief resists the mind attack!
Falsmi's Steady Shot hits Ivodatha the thief for 141 physical, 16 lightning, 7 physical, 11 darkness, 6 blight, 7 mind, 2 nature, 16 temporal (206 total damage).
Falsmi's Steady Shot hits Something for 2 nature damage.
Falsmi's Steady Shot hits Ivodatha the thief for (25 parried), 83 physical, 7 physical, 11 darkness, 6 blight, 35 nature, 13 mind, 16 temporal (171 total damage).
Falsmi uses Headshot.
Ivodatha the thief is no longer cursed.
Falsmi's Headshot performs a ranged critical strike against Ivodatha the thief!
Ivodatha the thief shrugs off the critical damage!
Ivodatha the thief is cursed.
Ivodatha the thief resists the mind attack!
Falsmi's Headshot hits Ivodatha the thief for (25 parried), 135 physical, 20 lightning, 8 physical, 13 darkness, 8 blight, 8 mind, 2 nature, 20 temporal (215 total damage).
Falsmi's Headshot hits Something for 2 nature damage.
Falsmi's Headshot hits Something for 4 mind, 3 fire (7 total damage).
Falsmi's Headshot hits Ivodatha the thief for 166 physical, 7 physical, 11 darkness, 6 blight, 35 nature, 13 mind, 3 mind, 4 fire, 16 temporal (262 total damage).
Falsmi's Headshot hits Something for 4 mind, 4 fire (8 total damage).
Bleeding from Falsmi hits Ivodatha the thief for 43 physical damage.
Golem (servant of Falsmi's temporal clone) hits Ivodatha the thief for 8 physical damage.
Falsmi deactivates Beyond the Flesh.
Falsmi deactivates Weapon Folding.
Falsmi is free from the hex.
Falsmi deactivates Intuitive Shots.
Falsmi deactivates Augmentation.
Falsmi deactivates Chant of Fortress.
Falsmi deactivates Hardened Core.