
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. 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! 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:
Improved player targetting 1.2.0Player's targetting improvements. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. 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 |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 53 / 60% |
Size | medium |
Lifes / Deaths | Killed by gladiator at level 14 on the 78th Pyre 122nd year of Ascendancy at 03:14 0 / 8Killed by Poryvena the cutpurse at level 21 on the 5th Dusk 122nd year of Ascendancy at 02:36 Killed by Poryvena the cutpurse at level 21 on the 5th Dusk 122nd year of Ascendancy at 08:46 Killed by rimebark at level 44 on the 42nd Dusk 122nd year of Ascendancy at 09:48 Killed by rimebark at level 44 on the 42nd Dusk 122nd year of Ascendancy at 13:25 Killed by rimebark at level 44 on the 42nd Dusk 122nd year of Ascendancy at 17:38 Killed by rimebark at level 44 on the 42nd Dusk 122nd year of Ascendancy at 21:06 Killed by Aduwen the maulotaur at level 53 on the 45th Dusk 122nd year of Ascendancy at 02:42 |
Primary Stats
Strength | 73 (base 60) |
Dexterity | 49 (base 24) |
Constitution | 40 (base 33) |
Magic | 50 (base 46) |
Willpower | 78 (base 60) |
Cunning | 80 (base 60) |
Resources
Life | -53/1445 |
Paradox | 312 |
Hate | 104/104 |
Psi | 208/225 |
Vim | 49/359 |
Steam | 44/106 |
Positive | 0/196 |
Stamina | 423/439 |
Equilibrium | 10 |
Healing Factor | 1.5842857142857 |
Regeneration | 12.436642857143 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 85 |
Accuracy | 72 |
Crit Chance | 51% |
APR | 51 |
Speed | 1.00 |
Offense: Offhand
Damage | 71 |
Accuracy | 72 |
Crit Chance | 51% |
APR | 66 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Blight | +3% |
Arcane | +6% |
All | 0% |
Lightning | +3% |
Light | +3% |
Temporal | +3% |
Darkness | +6% |
Fire | +6% |
Nature | +6% |
Offense: Damage Penetration
Fire | +10% |
Darkness | +13% |
Light | +35% |
Temporal | +35% |
Blight | +10% |
Arcane | +15% |
Mind | +7% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 34.292304923968 (100%) |
Defense | 37 |
Ranged Defense | 42 |
Fatigue | 27 |
Physical Save | 42 |
Spell Save | 49 |
Mental Save | 30 |
Defense: Resistances
Acid | + 41%( 73%) |
Blight | + 25%( 73%) |
Arcane | + 12%( 73%) |
All | + 7%( 73%) |
Darkness | + 56%( 73%) |
Temporal | + 10%( 73%) |
Lightning | + 24%( 73%) |
Physical | + 14%( 73%) |
Fire | + 29%( 73%) |
Nature | + 24%( 73%) |
Defense: Immunities
Stun Resistance | 70% |
Confusion Resistance | 50% |
Poison Resistance | 75% |
Blind Resistance | 75% |
Disarm Resistance | 47% |
Bleed Resistance | 100% |
Pinning Resistance | 90% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 213 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Strength stat. |
Class Talents
Celestial / Guardian | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Corruption / Demonic strength | 1.00 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Beyond the Flesh |
talent | Mitosis |
talent | Kinetic Shield |
talent | Lacerating Strikes |
talent | Augmentation |
talent | Overheat Saws |
talent | Cleave |
talent | Charged Shield |
detrimental effect | The target is on fire, taking 24.03 fire damage per turn. Burning |
beneficial effect | The target's combat attack and crit chance are improved by 27 and 13%, respectively. Perfect control |
detrimental effect | On death will restore to the source up to 16 times the vim's worth. Bleak Outcome |
detrimental effect | The target is confused, acting randomly (chance 10%) and unable to perform complex actions. Confused |
beneficial effect | Parrying melee and ranged attacks: Has a 59% chance to deflect up to 24 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
detrimental effect | The target's dreams have been broken by the dreamforge, reducing its mental save by 25 and reducing its chance of successfully casting a spell by 22%. Broken Dream |
detrimental effect | The target is lost in a nightmare that deals 51.55 mind damage each turn and has a 46% chance to cause a random detrimental effect. Waking Nightmare |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 52% of the way to your next Rank. You have killed: 55 Uniques 13 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | failed |
Equipment
Psionic focus | ![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown Damage (Melee): +9 cold / +4 fire / +12 nature Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 15% Changes resistances: +3% nature Critical mult.: +11.00% Sharp, long, and deadly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +3 Str / +3 Wil / +2 Cun / +3 Con Changes resistances: +3% blight / +7% darkness / +6% nature Changes resistances penetration: +10% light Changes damage: +3% light Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+2 eff.) Mental save: +9 (+5 eff.) Blindness immunity: +5% Poison immunity: +5% Disarm immunity: +47% Knockback immunity: +10% Infravision radius: +1 When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +7 darkness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +6% fire Maximum life: +43.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex / +2 Mag / +6 Wil / +3 Cun Changes resistances: +11% darkness Changes resistances penetration: +10% blight Reduces incoming crit damage: 10.00% Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Infravision radius: +3 A cap made of leather. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +2% Changes stats: +3 Dex / +4 Wil / +3 Cun Changes resistances: +6% fire Changes damage: +6% fire Maximum psi: +30.00 Mental crit. chance: +3% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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 93% 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Maximum wards: +2 physical / +2 mind / +2 darkness Grants telepathy: Humanoid/Orc Talent cooldown: Silence (-1 turn) Talents granted: +2 Silence +1 Ward Mental save: +3 (+2 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.04 Maximum hate: +4.00 Mindpower: +8 (+2 eff.) It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 45 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 8 arcane / 4 blight Changes stats: +12 Cun / +6 Dex Changes resistances: +26% acid Changes resistances penetration: +10% temporal Changes damage: +13% acid / +3% temporal Spell save: +30 (+10 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex Changes resistances: +6% nature / +3% temporal Changes resistances cap: +3% all Changes resistances penetration: +15% nature / +10% temporal Changes damage: +6% nature Physical save: +8 (+3 eff.) Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 241 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 100% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +10 On weapon hit: * 20% chance to torment the target Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 6 lightning Effects when hit in melee: * 11% chance to corrode armour by 30% Damage when hit (Melee): 13 lightning / 4 acid Changes stats: +2 Con Changes resistances: +10% acid Changes resistances penetration: +15% temporal / +7% mind / +6% darkness Talent granted: +1 Block 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! |
Around waist | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 34% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +9% darkness Changes resistances penetration: +25% light Physical save: +7 (+2 eff.) Maximum psi: +57.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +3% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 104% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% Block value: +21 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +27% Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 16 nature Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +6% arcane Talent granted: +1 Block 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! |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +7 (+3 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 nature Changes resistances: +18% lightning / +13% darkness / +3% nature Changes resistances penetration: +7% darkness / +15% nature Changes damage: +6% darkness / +3% lightning Stealth bonus: +6 Physical save: +7 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +51.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 Armour Hardiness: +20% Defense: +2 (+1 eff.) Fatigue: +19% Damage when hit (Melee): 8 light Changes stats: +5 Wil / +2 Mag Changes resistances: +16% blight / +13% darkness Changes resistances penetration: +10% fire Changes damage: +3% blight Spell save: +15 (+5 eff.) Life regen: +1.60 Mana when firing critical spell: +1.00 Maximum life: +48.00 Light radius: +2 Healing mod.: +14% A suit of armour made of mail. |
Inventory
![]() regeneration infusion (heal 487 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 487 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+3 eff.) Rings can have magical properties. |
![]() Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 125% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25% chance to put talents on cooldown Damage (Melee): +8 nature Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Damage when hit (Melee): 4 mind Changes resistances: +3% nature / +3% mind Changes resistances penetration: +5% nature / +9% physical Massive two-handed battleaxes. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 108% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 20% chance to cause random gloom * 9% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +9 blight When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Disease immunity: +18% Disarm immunity: +20% Equilibrium when hit: +0.12 Maximum hate: +4.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +1% Massive two-handed battleaxes. |
![]() glacial iron battleaxe of nature (112% power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 112% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +10 Changes resistances: +6% all Changes resistances penetration: +10% nature / +9% cold Massive two-handed battleaxes. |
![]() Umbral Razor (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 60% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 105.99 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() quick steel dagger of paradox (108% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 27% Wil, 27% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% Damage (Melee): +9 temporal When wielded/worn: Accuracy: +7 (+2 eff.) Damage when hit (Melee): 9 temporal Changes stats: +3 Dex Changes resistances: +8% temporal Sharp, short and deadly. |
![]() Requires: - Strength 11 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 112% Range: 1.5x Uses stats: 72% Wil, 50% Mag Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +9 temporal / +10 nature Burst (radius 2) on crit: +9 fire When wielded/worn: Changes resistances penetration: +15% mind / +9% fire Disarm immunity: +15% Global speed: +3% Massive two-handed mauls. |
![]() Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 140% Range: 1.6x Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +44 insidious poison / +8 fire When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +16 (+6 eff.) Changes resistances: +6% fire Critical mult.: +10.00% Disarm immunity: +41% Psi when hit: +0.08 Maximum hate: +4.00 Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 131% Range: 1.6x Uses stats: 72% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +23 insidious poison When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +1% physical / +3% cold Blindness immunity: +5% Knockback immunity: +20% Massive two-handed swords. |
![]() elm starstaff of projection (100% power, 2 apr, darkness element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% darkness Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +4% It can be used to project a bolt elemental energy from the staff (to range 6) dealing 45.16 to 54.19 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew starstaff of blasting (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +22 (+7 eff.) Spell crit. chance: +11% Healing mod.: +18% It can be used to unleash an elemental blastwave, dealing 54.92 to 65.90 darkness damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 111% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +13 On weapon hit: * 40% chance to blind Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Effects when hit in melee: * 12% chance to corrode armour by 30% Changes stats: +2 Con Changes resistances: +11% acid Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Changes resistances penetration: +5% mind Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Talents granted: +1 Block +1 Ward Mindpower: +2 (+1 eff.) 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! |
![]() deflecting steel steamsaw of cold resistance (+20%) (108% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Fatigue: +6% Changes resistances: +20% cold Talent granted: +1 Block Deflect projectiles away: +8% 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! |
![]() Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 125% Range: 1.5x Uses stats: 60% Wil, 50% Mag 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: +44 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 11% chance to disease Damage (Melee): +13 blight Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Talent granted: +2 Block Disease immunity: +25% 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! |
![]() Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 123% Range: 1.5x Uses stats: 60% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +24 Burst (radius 1) on hit: +4 physical Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +7 Armour: +3 Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +1 Str Changes resistances: +18% lightning Changes resistances penetration: +8% physical Changes damage: +7% physical Talent granted: +1 Block Mana each turn: +0.08 Maximum vim: +50.00 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! |
![]() Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stats: 60% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +13 (+5 eff.) Damage when hit (Melee): 4 mind / 8 arcane Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +9% arcane Disarm immunity: +50% One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Str / +4 Con Changes resistances: +9% acid / +12% darkness / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +5% acid / +10% darkness Changes damage: +6% acid / +6% darkness Physical save: +6 (+2 eff.) Maximum life: +34.00 Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +1 Dex / +2 Mag / +3 Cun / +4 Con Changes resistances: +3% temporal / +7% light / +7% darkness Mana each turn: +0.16 Maximum mana: +28.00 Light radius: +2 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Defense: +6 (+3 eff.) Fatigue: -5% Damage when hit (Melee): 12 light Changes stats: +4 Wil / +4 Mag Changes resistances: +9% light / +27% fire Changes resistances penetration: +5% fire Changes damage: +6% fire Maximum encumbrance: +21 Physical save: +13 (+4 eff.) Spell crit. chance: +4% A belt that goes around your waist. |
![]() 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% Changes stats: +3 Cun / +2 Dex Changes resistances: +9% mind / +6% lightning Changes resistances penetration: +20% lightning Changes damage: +6% mind Spellpower: +4 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 65% 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. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
![]() Spellhunt Remnants (1 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() fearwoven cashmere wizard hat of earthrunes (2 def, 4 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +13% darkness / +8% physical Changes damage: +10% darkness / +14% physical Maximum hate: +9.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 78.03 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes resistances: +11% blight / +11% temporal Changes resistances penetration: +10% temporal Changes damage: +11% blight / +11% temporal / +12% darkness A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Mag / +5 Wil / +2 Cun Changes resistances: +11% blight / +14% darkness / +23% lightning Changes damage: +3% arcane Spell save: +30 (+10 eff.) Mental save: +12 (+6 eff.) Mana when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +2 (+1 eff.) Light radius: +1 A suit of armour made of mail. |
![]() Layytira the steel mail armour (11 def, 17 armour) Requires: - Strength 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+3 eff.) Armour: +17 Defense: +11 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +23% Changes stats: +6 Str / +6 Mag / +11 Wil / +5 Cun / +7 Con Changes resistances: +22% lightning / +15% physical / -14% light / +9% darkness / +9% cold / +9% acid / +37% fire Changes damage: +12% mind Physical save: +20 (+7 eff.) Spell save: +7 (+3 eff.) Mental save: +23 (+11 eff.) Poison immunity: +10% Psi when hit: +0.12 Spellpower: +16 (+5 eff.) Spell crit. chance: +7% Mindpower: +16 (+4 eff.) Mental crit. chance: +11% A suit of armour made of mail. |
![]() hardened steel mail armour of implacability (2 def, 19 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +19 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Physical save: +9 (+3 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +7% Changes stats: +2 Str / +3 Dex / +3 Mag / +4 Wil / +4 Cun Changes resistances: +6% acid / +6% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Physical save: +7 (+2 eff.) Mental save: +11 (+6 eff.) Light radius: +3 Infravision radius: +3 A suit of armour made of mail. |
![]() nimble rough leather armour of clarity (5 def, 2 armour) Requires: - Strength 10 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes stats: +3 Dex Changes resistances: +6% mind Mental save: +11 (+6 eff.) Movement speed: +20% A suit of armour made of leather. |
![]() radiant rough leather armour of resilience (1 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +12% blight / +14% darkness Maximum life: +25.00 Light radius: +1 A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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 Lseei the Cornac Adventurer level 12
77th Pyre 122nd year of Ascendancy at 08:09 see stats
By Lseei the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Lseei the Cornac Adventurer level 20
4th Dusk 122nd year of Ascendancy at 04:41 see stats
By Lseei the Cornac Adventurer level 30
41st Dusk 122nd year of Ascendancy at 10:48 see stats
By Lseei the Cornac Adventurer level 40
42nd Dusk 122nd year of Ascendancy at 01:03 see stats
By Lseei the Cornac Adventurer level 50
44th Dusk 122nd year of Ascendancy at 06:26 see stats
By Lseei the Cornac Adventurer level 34
41st Dusk 122nd year of Ascendancy at 12:34 see stats
By Lseei the Cornac Adventurer level 15
78th Pyre 122nd year of Ascendancy at 05:11 see stats
By Lseei the Cornac Adventurer level 18
8th Mirth 122nd year of Ascendancy at 05:16 see stats
Log
Aduwen the maulotaur receives 6 healing (15 psi heal) from Skeleton mage.
Shield of Light hits Skeleton warrior for (12 absorbed), 0 light, (5 absorbed), 0 lightning, (20 absorbed), 0 fire (0 total damage).
Lseei hits Aduwen the maulotaur for 20 healing (52 psi heal), 2 healing (5 psi heal) (0 total damage) [78 healing].
Lseei's Beyond the Flesh hits Armoured skeleton warrior for (1 absorbed), 0 fire, (1 absorbed), 0 fire (0 total damage).
Lseei's Beyond the Flesh hits Aduwen the maulotaur for (0 dismissed), 0 to psi, 0 fire, (0 dismissed), 0 to psi, 0 fire (0 total damage).
Lseei's Beyond the Flesh hits Skeleton warrior for (59 absorbed), 0 physical, (1 absorbed), 0 fire, (10 absorbed), 0 nature, (7 absorbed), 0 cold, (5 absorbed), 0 lightning, (20 absorbed), 0 fire, (1 absorbed), 0 fire, (1 absorbed), 0 fire (0 total damage).
Lseei's Beyond the Flesh hits Skeleton mage for 1 fire, 1 fire (3 total damage).
Lseei's Beyond the Flesh hits Skeleton warrior for 1 fire, 1 fire (3 total damage).
Burning from Lseei hits Skeleton warrior for (13 absorbed), 0 fire (0 total damage).
Aduwen the maulotaur receives 18 healing (47 psi heal) from Bloated ooze.
Burning from Aduwen the maulotaur hits Lseei for 24 fire damage.
Aduwen the maulotaur's Fireflash hits Armoured skeleton warrior for (70 absorbed), 0 fire (0 total damage).
Aduwen the maulotaur's Fireflash hits Skeleton mage for 70 fire damage.
Aduwen the maulotaur's Fireflash hits Aduwen the maulotaur for 0 fire damage.
Aduwen the maulotaur's Fireflash hits Skeleton warrior for (70 absorbed), 0 fire (0 total damage).
Aduwen the maulotaur's Fireflash hits Lseei for 236 fire damage.
Aduwen the maulotaur's Fireflash hits Bloated ooze for 234 fire damage.
Aduwen the maulotaur's Fireflash hits Skeleton warrior for 70 fire damage.
Waking Nightmare from Aduwen the maulotaur hits Lseei for (14 to psi shield), 11 darkness (11 total damage).
Aduwen the maulotaur's Fireflash killed Bloated ooze!
Skeleton mage casts Manathrust.
Your hatred grows even as your life fades! (+7 hate)
Skeleton mage hits Lseei for 258 arcane damage.
Aduwen the maulotaur speeds up.
Aduwen the maulotaur is no longer surging arcane power.
Aduwen the maulotaur recovers sight.
Aduwen the maulotaur stops burning.
Aduwen the maulotaur casts Flame.
Your hatred grows even as your life fades! (+4 hate)
Saving game...