Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Race: Banshee 1.5.0Adds Banshees as a new type of undead that harrow enemies with their sorrowful voices. Silence and confuse enemies. Banshees begin in a small starting zone of their own. Banshees are unlocked if you have unlocked any other undead. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Better Sounds Mod 1.5.10Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Shadows are Kirby 1.5.10Makes shadows into kirby because kirby is better than anime and sheila will just get stunt to make her addon anyway. Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Tough Melinda light 1.5.0Melinda get a small boost so she can survived a little more. + 200 hp +10% resistance to fire and darkness + 15% resistance to acid +20% resistance to blight Note: Melinda may had other resistances or those named before be more highter, Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Quick Drown NPCs AOE 1.5.10 Eternal Darkness 1.5.0Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 18 / 97% |
Size | medium |
Lifes / Deaths | Killed by Rifen the dwarf at level 13 on the 42nd Dusk 122nd year of Ascendancy at 23:46 4 / 1 |
Primary Stats
Strength | 26 (base 15) |
Dexterity | 45 (base 44) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 24 (base 10) |
Cunning | 57 (base 34) |
Resources
Life | 393/393 |
Stamina | 149/166 |
Healing Factor | 1.05 |
Regeneration | 21.444929305267 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 45.757149532781 |
See Invisible | 46.757149532781 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 54 |
Accuracy | 36 |
Crit Chance | 22% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 36 |
Crit Chance | 22% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Physical | +4% |
Acid | +6% |
Offense: Damage Penetration
Acid | +5% |
Mind | +15% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 17 (38.536585365854%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 11 |
Mental Save | 48 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 25%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Darkness | + 19%( 70%) |
Light | + 3%( 70%) |
Fire | + 11%( 70%) |
Mind | + 9%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 34% |
Inscriptions (3/3)
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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 94 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
talent | Chant of Fortitude |
talent | Apply Poison |
talent | Numbing Poison |
talent | Trained Reactions |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 20.2 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
beneficial effect | Parrying melee and ranged attacks: Has a 30% chance to deflect up to 14 damage from the next 2.6 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved Cunning by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed mummified bone. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed black mamba head. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
On feet | [vs. Siluyatha the pair of rough leather boots (0 def, 1 armour) (On feet)] Siluyatha the pair of rough leather boots (0 def, 1 armour)Siluyatha the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: -4% (-) Effects on melee hit: * 20 arcane resource burn Damage (Melee): 0(-20) item manaburn arcane Changes resistances: +3%(-) blight / +9%(-) cold / +5%(-) arcane / +6%(-) acid Changes damage: +6%(-) acid Maximum encumbrance: +21 (-) Physical save: +7 (+4 eff.) (-) A pair of boots made of leather. |
Light source | [vs. Yvarerin (Light source)] YvarerinYvarerin Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Damage (Melee): 0(-15) item acid corrode Changes resistances: +9%(-) mind / +12%(-) acid Changes resistances penetration: +5%(-) acid / +10%(-) mind Mental save: +6 (+2 eff.) (-) Light radius: +2 (-) See stealth: +6 (-) See invisible: +7 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] stabilizing rough leather cap of strength (+3) (0 def, 1 armour)stabilizing rough leather cap of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +3(-) Str Physical save: +11 (+6 eff.) (-) A cap made of leather. |
On hands | [vs. sand iron gauntlets (0 def, 7 armour) (On hands)] sand iron gauntlets (0 def, 7 armour)sand iron gauntlets (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 (-) Damage (Melee): 6(-) physical Changes damage: +4%(-) physical When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +5(-) physical Burst (radius 2) on crit: +6(-) physical Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | [vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown)overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 121 for 7 turns, putting all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. rogue's steel ring (On fingers, 1 of 2)] rogue's steel ringrogue's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +3(-) Cun Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. rogue's steel ring (On fingers, 1 of 2)] rogue's gold ring of clarityrogue's gold ring of clarity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) (+2 (+1 eff.)) Changes stats: +4(+1) Cun Mental save: +8 (+3 eff.) Confusion immunity: +34% Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | [vs. insulating copper amulet of strength (+2) (Around neck)] insulating copper amulet of strength (+2)insulating copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Str Changes resistances: +11%(-) fire / +11%(-) cold Amulets can have magical properties. |
In main hand | [vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] iron dagger 'Borabers' (10.5-13.65 power, 5 apr)iron dagger 'Borabers' (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +5(-) darkness / +12(-) mind Damage against: +4% (-)Living When wielded/worn: Changes resistances penetration: +5%(-) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +2.00 (-) Mental crit. chance: +1% (-) Sharp, short and deadly. Tap to cycle through comparison choices |
Around waist | [vs. rough leather belt 'Buthel' (Around waist)] rough leather belt 'Buthel'rough leather belt 'Buthel' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 (-) Physical power: +2 (+1 eff.) (-) Changes stats: +6(-) Str Changes resistances penetration: +15%(-) physical Reduced damage from: +16% (-)Summoned Healing mod.: +5% (-) A belt that goes around your waist. |
In off hand | [vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] insidious iron dagger of erosion (10.5-13.65 power, 5 apr)insidious iron dagger of erosion (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +13 insidious poison / +6 temporal / +0(-5) darkness / +6 nature / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
Cloak | [vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)] resilient linen cloak of Eldoral (1 def, 0 armour)resilient linen cloak of Eldoral (1 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Cun / +1(-) Dex Maximum life: +30.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Belakira (5 def, 8 armour) (Main armor)] Belakira (5 def, 8 armour)Belakira (5 def, 8 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 (-) Defense: +5 (+3 eff.) (-) Fatigue: +8% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 8(-) light Changes stats: +13(-) Cun / +14(-) Wil Changes resistances: +3%(-) acid / +19%(-) darkness / +22%(-) blight / +5%(-) arcane / +3%(-) light Mental save: +39 (+15 eff.) (-) Light radius: +1 (-) A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 161) healing infusion of the sneak (heal 161)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. insulating copper amulet of strength (+2) (Around neck)] steel amulet of strength (+4)steel amulet of strength (+4) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(+2) Str Changes resistances: +0%(-11%) fire / +0%(-11%) cold Amulets can have magical properties. |
[vs. rogue's steel ring (On fingers, 1 of 2)] copper ring of claritycopper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Cun Mental save: +6 (+2 eff.) Confusion immunity: +20% Rings can have magical properties. Tap to cycle through comparison choices |
[vs. rogue's steel ring (On fingers, 1 of 2)] rogue's copper ringrogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Changes stats: +3(-) Cun Rings can have magical properties. Tap to cycle through comparison choices |
[vs. rogue's steel ring (On fingers, 1 of 2)] wizard's steel ringwizard's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-3 eff.)) Changes stats: +0(-3) Cun / +3 Mag Spell save: +6 (+6 eff.) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 2)] elm vilestaff (10-12 power, 2 apr, fire element)This item will automatically be transmogrified when you leave the level. elm vilestaff (10-12 power, 2 apr, fire element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-0.5 - -1.7) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-3) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Changes damage: +10% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Maximum hate: +0.00 (-2.00) Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Mental crit. chance: +0% (-1%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 2)] steel longsword (15.5-21.7 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword (15.5-21.7 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7(+5.0 - +8.0) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (-2) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] Unerring Scalpel (15-19.5 power, 25 apr)Unerring Scalpel (15-19.5 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(+4.5 - +5.8) Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 (+20) Crit. chance: +0.0% (-4.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% Damage (Melee): +0(-5) darkness / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Accuracy: +20 (+8 eff.) Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] arcing iron dagger of massacre (15.5-20.15 power, 5 apr)arcing iron dagger of massacre (15.5-20.15 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.5 - 20.2(+5.0 - +6.5) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +4 lightning / +0(-5) darkness / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] caustic iron dagger of phasing (10.5-13.65 power, 9 apr)caustic iron dagger of phasing (10.5-13.65 power, 9 apr) Requires: - Dexterity 11 Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 (+4) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: * 6% chance to corrode armour by 30% (+6%) Damage Shield penetration (this weapon only): +12% Damage (Melee): +0(-5) darkness / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +5% acid / +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Life regen: +0.48 Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] iron dagger of daylight (10-13 power, 5 apr)iron dagger of daylight (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0(-0.5 - -0.7) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (Melee): +0(-12) mind / +4 light / +0(-5) darkness Damage against: +8% Undead / +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] steel dagger of erosion (13-16.9 power, 6 apr)steel dagger of erosion (13-16.9 power, 6 apr) Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9(+2.5 - +3.3) Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+1) Crit. chance: +5.0% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-12) mind / +4 temporal / +7 nature / +0(-5) darkness Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mental crit. chance: +0% (-1%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. iron dagger 'Borabers' (10.5-13.65 power, 5 apr) (In main hand, 1 of 3)] vined mindstar (5-5.5 power, 18 apr, nature damage)This item will automatically be transmogrified when you leave the level. vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5(-5.5 - -8.2) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+13) Crit. chance: +3.0% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-5) darkness / +0(-12) mind Damage against: +0% (-4% )Living When wielded/worn: Changes resistances penetration: +0%(-5%) mind Grants telepathy: Demon/Minor Demon/Major Maximum hate: +0.00 (-2.00) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% (+1%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Belakira (5 def, 8 armour) (Main armor)] rough leather armour of lightning resistance (1 def, 2 armour)rough leather armour of lightning resistance (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-6) Defense: +1 (+1 eff.) (-4 (-2 eff.)) Fatigue: +6% (-2%) Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 0(-8) light Changes stats: +0(-13) Cun / +0(-14) Wil Changes resistances: +16% lightning / +0%(-19%) darkness / +0%(-22%) blight / +0%(-3%) light / +0%(-5%) arcane / +0%(-3%) acid Mental save: +0 (+0 eff.) (-39 (-15 eff.)) Light radius: +0 (-1) A suit of armour made of leather. |
[vs. Belakira (5 def, 8 armour) (Main armor)] duelist's hardened leather armour of Toknor (5 def, 10 armour)duelist's hardened leather armour of Toknor (5 def, 10 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +10 (+2) Defense: +5 (+3 eff.) (-) Fatigue: +8% (-) Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 0(-8) light Changes stats: +4 Dex / +0(-14) Wil / +3(-10) Cun Changes resistances: +0%(-3%) acid / +0%(-19%) darkness / +0%(-22%) blight / +0%(-5%) arcane / +0%(-3%) light Critical mult.: +11.00% Mental save: +0 (+0 eff.) (-39 (-15 eff.)) Light radius: +0 (-1) A suit of armour made of leather. |
[vs. Belakira (5 def, 8 armour) (Main armor)] steel plate armour of acid resistance (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. steel plate armour of acid resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+1) Defense: +4 (+2 eff.) (-1 (-1 eff.)) Fatigue: +22% (+14%) Damage (Melee): 0(-30) item nature slow Damage when hit (Melee): 0(-8) light Changes stats: +0(-13) Cun / +0(-14) Wil Changes resistances: +15%(+12%) acid / +0%(-19%) darkness / +0%(-22%) blight / +0%(-5%) arcane / +0%(-3%) light Mental save: +0 (+0 eff.) (-39 (-15 eff.)) Light radius: +0 (-1) A suit of armour made of metal plates. |
[vs. rough leather belt 'Buthel' (Around waist)] Bogstrike the rough leather beltBogstrike the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Changes stats: +0(-6) Str Changes resistances: +6% acid / +6% cold / +5% arcane Changes resistances penetration: +25% nature / +0%(-15%) physical Reduced damage from: +0% (-16% )Summoned Life regen: +0.80 Healing mod.: +10% (+5%) A belt that goes around your waist. |
[vs. rough leather belt 'Buthel' (Around waist)] rough leather belt 'Flamebreak'rough leather belt 'Flamebreak' Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +0 (-1) Physical power: +0 (+0 eff.) (-2 (-1 eff.)) Damage when hit (Melee): 12 fire Changes stats: +0(-6) Str / +2 Wil Changes resistances penetration: +10% blight / +0%(-15%) physical Reduced damage from: +0% (-16% )Summoned Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Spell crit. chance: +1% Mindpower: +3 (+2 eff.) Healing mod.: +0% (-5%) A belt that goes around your waist. |
[vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)] linen cloak 'Blindquake' (1 def, 0 armour)linen cloak 'Blindquake' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) (-) Fatigue: -3% Changes stats: +0(-1) Cun / +0(-1) Dex Changes resistances: +6% blight / +3% fire / +9% nature / +5% arcane Changes resistances penetration: +5% darkness Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)] linen cloak 'Zanirin' (1 def, 0 armour)linen cloak 'Zanirin' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +0(-1) Dex / +2 Wil / +0(-1) Cun Changes resistances penetration: +15% temporal Changes damage: +6% mind Mental save: +5 (+2 eff.) Maximum life: +0.00 (-30.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. resilient linen cloak of Eldoral (1 def, 0 armour) (Cloak)] Cloak of DeceptionCloak of Deception Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Defense: +0 (+0 eff.) (-1 (-1 eff.)) Changes stats: +0(-1) Cun / +0(-1) Dex Maximum life: +0.00 (-30.00) Spellpower: +5 (+5 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
[vs. Siluyatha the pair of rough leather boots (0 def, 1 armour) (On feet)] Prismshine (0 def, 3 armour)Prismshine (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +2% (+6%) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 0(-20) item manaburn arcane Damage when hit (Melee): 4 light Changes resistances: +0%(-6%) acid / +3% light / +0%(-3%) blight / +7% fire / +0%(-5%) arcane / +6%(-3%) cold Changes damage: +15% light / +0%(-6%) acid Maximum encumbrance: +0 (-21) Physical save: +0 (+0 eff.) (-7 (-4 eff.)) Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. sand iron gauntlets (0 def, 7 armour) (On hands)] Flamewrought (0 def, 2 armour)Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 (-5) Damage (Melee): 0(-6) physical Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +0%(-4%) physical / +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6(-5.5 - -9.5) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 (+4) Crit. chance: +1.0% (-1.0%) Attack speed: 100% (+17%) When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Burst (radius 1) on hit: +0(-5) physical Burst (radius 2) on crit: +0(-6) physical Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. sand iron gauntlets (0 def, 7 armour) (On hands)] rough leather gloves of strength (+2) (0 def, 1 armour)rough leather gloves of strength (+2) (0 def, 1 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 (-6) Damage (Melee): 0(-6) physical Changes stats: +2 Str Changes damage: +0%(-4%) physical When used to modify unarmed attacks: Base power: 11.5 - 12.7(+0.0 - -3.5) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-2) Crit. chance: +1.0% (-1.0%) Attack speed: 100% (+17%) When this weapon hits: Sand Breath (10% chance level 1). Burst (radius 1) on hit: +0(-5) physical Burst (radius 2) on crit: +0(-6) physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. sand iron gauntlets (0 def, 7 armour) (On hands)] Spellhunt Remnants (1 def, 2 armour)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 (-5) Defense: +1 (+0 eff.) Damage (Melee): 0(-6) physical Changes damage: +0%(-4%) physical Spell save: +4 (+4 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2(+1.5 - +2.1) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (+1) Crit. chance: +3.0% (+1.0%) Attack speed: 83% (-) When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence Burst (radius 1) on hit: +0(-5) physical Burst (radius 2) on crit: +0(-6) physical 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. |
[vs. sand iron gauntlets (0 def, 7 armour) (On hands)] steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)steady dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +21 (+8 eff.) Armour: +2 (-5) Damage (Melee): 0(-6) physical Changes stats: +3 Dex Changes damage: +0%(-4%) physical Physical save: +5 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +26% When used to modify unarmed attacks: Base power: 19.5 - 27.3(+8.0 - +11.2) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +9 (+6) Crit. chance: +13.0% (+11.0%) Attack speed: 83% (-) When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 3). Burst (radius 1) on hit: +0(-5) physical Burst (radius 2) on crit: +0(-6) physical Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] clarifying linen wizard hat of time (+11%) (1 def, 0 armour)clarifying linen wizard hat of time (+11%) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +3 Cun / +0(-3) Str Changes resistances: +11% temporal Changes damage: +11% temporal Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour)stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +0(-3) Str / +3 Wil Changes resistances: +16% darkness Changes damage: +11% darkness Physical save: +6 (+3 eff.) (-5 (-3 eff.)) A pointy cloth hat, very wizardly... |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +0 (-1) Fatigue: +0% (-1%) Changes stats: +0(-3) Str Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning Physical save: +0 (+0 eff.) (-11 (-6 eff.)) It can be used to activate talent Call Lightning (costing 11 power out of 30/30) : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 28.42 to 85.26 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] rough leather cap 'Aerytira' (0 def, 3 armour)rough leather cap 'Aerytira' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +3 (+2) Fatigue: +1% (-) Changes stats: +0(-3) Str / +3 Con Physical save: +9 (+5 eff.) (-2 (-1 eff.)) A cap made of leather. |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] grounding iron helm of strength (+2) (0 def, 3 armour)grounding iron helm of strength (+2) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +2(-1) Str Changes resistances: +5% lightning / +5% temporal Physical save: +0 (+0 eff.) (-11 (-6 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] iron helm 'Isymira' (0 def, 3 armour)iron helm 'Isymira' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-3) Str / +3 Dex / +7 Wil / +3 Cun Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. stabilizing rough leather cap of strength (+3) (0 def, 1 armour) (On head)] Helm of the Dwarven Emperors (0 def, 6 armour)Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 (+5) Fatigue: +4% (+3%) Changes stats: +0(-3) Str / +4 Mag / +3 Wil Changes damage: +8% light Physical save: +0 (+0 eff.) (-11 (-6 eff.)) Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 16 power out of 30/30) : Effective talent level: 3.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 9.36 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
10 citrine 10 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. |
8 zircon 8 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
[vs. Yvarerin (Light source)] brass lantern of healthbrass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) item acid corrode Changes resistances: +0%(-9%) mind / +0%(-12%) acid Changes resistances penetration: +0%(-5%) acid / +0%(-10%) mind Mental save: +0 (+0 eff.) (-6 (-2 eff.)) Maximum life: +42.00 Light radius: +2 (-) See stealth: +0 (-6) See invisible: +0 (-7) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] sapper's iron pickaxe (dig speed 29 turns)sapper's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Changes stats: +1 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Asphyxiation (1/1) Rod of Asphyxiation (1/1)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 14 power out of 25/25. 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 (3/3) Rod of Recall (3/3)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 108 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. |
[vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] steel torque of psychoportation [power 28] (16 cooldown)steel torque of psychoportation [power 28] (16 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 28), putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] overpowered dwarven-steel torque of psychoportation [power 46] (23 cooldown)overpowered dwarven-steel torque of psychoportation [power 46] (23 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 46), putting all charms on cooldown for 23 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] supercharged dwarven-steel torque of charged psionic shield [power 99] (13 cooldown)supercharged dwarven-steel torque of charged psionic shield [power 99] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 99 for 7 turns, putting all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] elm totem of cure ailments 'Torezilarak' [power 1] (6 cooldown)elm totem of cure ailments 'Torezilarak' [power 1] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes damage: +6% acid Grants telepathy: Demon/Minor Demon/Major Maximum hate: +2.00 Maximum psi: +10.00 It can be used to remove up to 1 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
[vs. overpowered dwarven-steel torque of kinetic psionic shield [power 121] (15 cooldown) (Tool)] Lisogatira the Brightbait [power 65] (4 cooldown)Lisogatira the Brightbait [power 65] (4 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +6% light Talent granted: +2 Void Blast Physical save: +12 (+6 eff.) Only die when reaching: -40.00 life It can be used to creates a wall of flames lasting 4 turns (dealing 65 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Eilen the Cornac Rogue level 13
53rd Dusk 122nd year of Ascendancy at 21:50 see stats
By Eilen the Cornac Rogue level 18
20th Haze 122nd year of Ascendancy at 04:02 see stats
By Eilen the Cornac Rogue level 10
18th Dusk 122nd year of Ascendancy at 13:06 see stats
By Eilen the Cornac Rogue level 12
28th Dusk 122nd year of Ascendancy at 11:49 see stats
By Eilen the Cornac Rogue level 10
21st Dusk 122nd year of Ascendancy at 04:55 see stats
Log
Eilen uses Heartseeker.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Something briefly catches sight of you!
Ran for 2 turns (stop reason: hostile spotted to the southwest (brecklorn)).
Eilen uses Heartseeker.
Eilen strikes brecklorn with hidden blades!
Eilen performs a melee critical strike against Brecklorn!
Brecklorn slows down.
Brecklorn is poisoned!
Eilen has garroted Brecklorn!
Eilen deactivates Stealth.
Eilen performs a melee critical strike against Brecklorn!
Poison bursts out of Brecklorn's corpse!
Eilen hits Brecklorn for 78 physical, 6 physical, 0 arcane, 5 physical, 6 physical, 180 physical, 4 darkness, 12 mind, 6 physical, 0 arcane, 61 physical (358 total damage).
Eilen killed Brecklorn!
Eilen deactivates Trained Reactions.
Eilen deactivates Apply Poison.
Eilen deactivates Chant of Fortitude.
Eilen deactivates Numbing Poison.