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 | 16 / 58% |
Size | medium |
Lifes / Deaths | Killed by Lisassra the war bear at level 6 on the 33rd Dusk 122nd year of Ascendancy at 00:39 3 / 2Killed by skeleton master archer at level 13 on the 11st Haze 122nd year of Ascendancy at 07:24 |
Primary Stats
Strength | 20 (base 14) |
Dexterity | 35 (base 33) |
Constitution | 10 (base 10) |
Magic | 10 (base 10) |
Willpower | 19 (base 10) |
Cunning | 45 (base 40) |
Resources
Life | 372/372 |
Stamina | 148/148 |
Healing Factor | 1.1299999999999 |
Regeneration | 4.5764999999997 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -998 |
Infravision | 5 |
See Stealth | 41.981969560783 |
See Invisible | 41.981969560783 |
Stealth | 31.397137526712 |
Offense: Mainhand
Damage | 28 |
Accuracy | 36 |
Crit Chance | 34% |
APR | 10 |
Speed | 0.80 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Lightning | +10% |
Light | +10% |
Mind | +3% |
Offense: Damage Penetration
Light | +5% |
Defense: Base
Armour (hardiness) | 18 (38.536585365854%) |
Defense | 34 |
Ranged Defense | 41 |
Fatigue | 0 |
Physical Save | 15 |
Spell Save | 10 |
Mental Save | 40 |
Defense: Resistances
Lightning | + 16%( 70%) |
Light | + 19%( 70%) |
Temporal | + 5%( 70%) |
Darkness | + 12%( 70%) |
Cold | + 10%( 70%) |
Fire | + 19%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
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 336 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 434% 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. |
Class Talents
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Artifice | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Apply Poison |
talent | Trained Reactions |
talent | Stealth |
talent | Volatile Poison |
talent | Lacerating Strikes |
talent | Crippling Poison |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +1. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Cunning by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Dexterity 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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 wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * '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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | [vs. pair of iron boots 'Camomaromilin' (6 def, 7 armour) (On feet)] pair of iron boots 'Camomaromilin' (6 def, 7 armour)pair of iron boots 'Camomaromilin' (6 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 (-) Defense: +6 (+3 eff.) (-) Ranged Defense: +6 (+3 eff.) (-) Fatigue: +2% (-) Changes resistances: +3%(-) darkness Mental save: +3 (+2 eff.) (-) Blindness immunity: +10% (-) Stun/Freeze immunity: +20% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | [vs. Ivyyathra the Nightusher (20/20, 32.5-45.5 power, 10 apr) (Quiver)] Ivyyathra the Nightusher (20/20, 32.5-45.5 power, 10 apr)Ivyyathra the Nightusher (20/20, 32.5-45.5 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Crit. chance: +2.0% (-) Capacity: 20 (-) On weapon hit: * 15% chance to gain 10% of a turn (3/turn limit) * 20% chance to inflict 15% damage reduction * 10% chance to knock the target back Damage (Ranged): +8(-) lightning / +17(-) temporal / +4(-) darkness / +15(-) cold / +27(-) physical Burst (radius 2) on crit: +8(-) lightning Arrows are used with bows to pierce your foes to death. |
Light source | [vs. Beledaba the brass lantern (Light source)] Beledaba the brass lanternBeledaba the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage (Melee): 0(-15) item nature slow Changes stats: +3(-) Cun Critical mult.: +10.00% (-) Mental save: +30 (+15 eff.) (-) Maximum life: +43.00 (-) Maximum psi: +40.00 (-) Light radius: +2 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | [vs. Cloud Caller (0 def, 0 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: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.27 to 87.82 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Tool | [vs. hateful dwarven-steel torque of mindblast [power 197] (6 cooldown) (Tool)] hateful dwarven-steel torque of mindblast [power 197] (6 cooldown)hateful dwarven-steel torque of mindblast [power 197] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to fire a blast of psionic energies in a range 6 beam dealing 98.50 to 197.00 mind damage, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | [vs. warrior's copper ring of sensing (On fingers, 1 of 2)] warrior's copper ring of sensingwarrior's copper ring of sensing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 (-) Changes stats: +3(-) Str Blindness immunity: +21% (-) Infravision radius: +3 (-) See stealth: +6 (-) See invisible: +6 (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. warrior's copper ring of sensing (On fingers, 1 of 2)] mule's copper ringmule's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Fatigue: -4% Changes stats: +0(-3) Str Maximum encumbrance: +21 Blindness immunity: +0% (-21%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. grounding rough leather belt of transcendence (Around waist)] grounding rough leather belt of transcendencegrounding rough leather belt of transcendence Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6%(-) lightning / +5%(-) temporal Physical save: +5 (+5 eff.) (-) Mindpower: +2 (+1 eff.) (-) A belt that goes around your waist. |
In main hand | [vs. yew longbow of true flight (In main hand, 1 of 2)] yew longbow of true flightyew longbow of true flight Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +9 (-) When wielded/worn: Accuracy: +11 (+6 eff.) (-) Physical crit. chance: +11.0% (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
On hands | [vs. umbral iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] umbral iron gauntlets of strength (+3) (0 def, 1 armour)umbral iron gauntlets of strength (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) darkness Changes stats: +3(-) Str Changes resistances: +6%(-) darkness Changes damage: +3%(-) darkness When used to modify unarmed attacks: Base power: 15.0 - 21.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 (-) Crit. chance: +2.0% (-) Attack speed: 83% (-) On weapon hit: * 6% chance to inflict 15% damage reduction Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | [vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] troll-hide cured leather armour of Toknor (2 def, 4 armour)troll-hide cured leather armour of Toknor (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% (-) Physical power: +5 (+2 eff.) (-) Armour: +4 (-) Defense: +2 (+1 eff.) (-) Fatigue: +7% (-) Critical mult.: +11.00% (-) Life regen: +3.80 (-) Maximum life: +30.00 (-) Healing mod.: +13% (-) A suit of armour made of leather. |
Cloak | [vs. Eremirek (1 def, 0 armour) (Cloak)] Eremirek (1 def, 0 armour)Eremirek (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +8(-) Wil Changes damage: +3%(-) mind Mental save: +5 (+3 eff.) (-) Mental crit. chance: +2% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. Flashire (Around neck)] FlashireFlashire Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +9 (+5 eff.) (-) Ranged Defense: +9 (+4 eff.) (-) Changes resistances: +9%(-) light / +19%(-) fire / +3%(-) darkness / +10%(-) cold Changes resistances penetration: +5%(-) light Amulets can have magical properties. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 336 over 5 turns)] (on body)] regeneration infusion of the wizard (heal 98 over 5 turns)regeneration infusion of the wizard (heal 98 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(+3) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 98(-238) life over 5(-) turns. Its effects scale with your -Cunning, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 336 over 5 turns)] (on body)] regeneration infusion of the wizard (heal 125 over 5 turns)regeneration infusion of the wizard (heal 125 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: 16(+4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 125(-211) life over 5(-) turns. Its effects scale with your -Cunning, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Movement [movement infusion (434% speed; 5 turns)] (on body)] movement infusion of the sneak (478% speed; 4 turns)movement infusion of the sneak (478% speed; 4 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 478%(+44%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4(-1) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Flashire (Around neck)] cleansing copper amuletcleansing copper amulet Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-5 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-4 eff.)) Changes resistances: +0%(-3%) darkness / +0%(-9%) light / +10% blight / +0%(-10%) cold / +12% nature / +0%(-19%) fire Changes resistances penetration: +0%(-5%) light Poison immunity: +21% Disease immunity: +20% Amulets can have magical properties. |
[vs. Flashire (Around neck)] copper amulet of dexterity (+3)copper amulet of dexterity (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-5 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-4 eff.)) Changes stats: +3 Dex Changes resistances: +0%(-9%) light / +0%(-19%) fire / +0%(-3%) darkness / +0%(-10%) cold Changes resistances penetration: +0%(-5%) light Amulets can have magical properties. |
[vs. Flashire (Around neck)] stabilizing copper amuletstabilizing copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-5 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-4 eff.)) Changes resistances: +10% temporal / +0%(-3%) darkness / +0%(-19%) fire / +0%(-9%) light / +0%(-10%) cold Changes resistances penetration: +0%(-5%) light Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
[vs. Flashire (Around neck)] warrior's copper amulet of strength (+3)warrior's copper amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-9 (-5 eff.)) Ranged Defense: +0 (+0 eff.) (-9 (-4 eff.)) Changes stats: +3 Str Changes resistances: +6% physical / +0%(-3%) darkness / +0%(-19%) fire / +0%(-9%) light / +0%(-10%) cold Changes resistances penetration: +0%(-5%) light Stamina each turn: +0.20 Amulets can have magical properties. |
[vs. warrior's copper ring of sensing (On fingers, 1 of 2)] marksman's copper ring of aether (+11%)marksman's copper ring of aether (+11%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +0 (-6) Changes stats: +0(-3) Str / +3 Dex Changes resistances: +11% arcane Changes damage: +11% arcane Blindness immunity: +0% (-21%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of sensing (On fingers, 1 of 2)] titan's copper ringtitan's copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +3 Con Physical save: +6 (+5 eff.) Blindness immunity: +0% (-21%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of sensing (On fingers, 1 of 2)] wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str / +3 Mag Spell save: +6 (+6 eff.) Blindness immunity: +0% (-21%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of sensing (On fingers, 1 of 2)] BlindraptorBlindraptor Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-6) Changes stats: +0(-3) Str Changes resistances penetration: +20% light Changes damage: +12% blight / +3% light Blindness immunity: +0% (-21%) Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +22% Maximum life: +22.00 Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. warrior's copper ring of sensing (On fingers, 1 of 2)] Lightningbane the steel ringLightningbane the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+4 eff.) Armour penetration: +8 Armour: +0 (-6) Defense: +9 (+4 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +0(-3) Str Changes resistances: +6% light Changes resistances penetration: +10% lightning Changes damage: +3% light / +18% lightning Blindness immunity: +0% (-21%) Infravision radius: +0 (-3) See stealth: +0 (-6) See invisible: +0 (-6) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. yew longbow of true flight (In main hand, 1 of 2)] cruel ash magestaff (15-18 power, 3 apr, arcane element)This item will automatically be transmogrified when you leave the level. cruel ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Physical crit. chance: +7.0% (-4.0%) Changes damage: +15% arcane Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. yew longbow of true flight (In main hand, 1 of 2)] steel greatmaul (28-42 power, 2 apr)This item will automatically be transmogrified when you leave the level. steel greatmaul (28-42 power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0(+28.0 - +42.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Physical crit. chance: +0.0% (-11.0%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. yew longbow of true flight (In main hand, 1 of 2)] steel longsword (13.5-18.9 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel longsword (13.5-18.9 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9(+13.5 - +18.9) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% (-25%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Physical crit. chance: +0.0% (-11.0%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. yew longbow of true flight (In main hand, 1 of 2)] steel mace (14.5-20.3 power, 3 apr)This item will automatically be transmogrified when you leave the level. steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3(+14.5 - +20.3) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-9) When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Physical crit. chance: +0.0% (-11.0%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. yew longbow of true flight (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(+15.0 - +19.5) Uses stats: 45% Cun, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% (-25%) Firing range: +0 (-9) Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) (+9 (+4 eff.)) Physical crit. chance: +0.0% (-11.0%) 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. yew longbow of true flight (In main hand, 1 of 2)] ranger's elm longbow of coldranger's elm longbow of cold Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +7 (-2) Damage (Ranged): +9 cold When wielded/worn: Accuracy: +0 (+0 eff.) (-11 (-6 eff.)) Physical crit. chance: +0.0% (-11.0%) Changes stats: +2 Dex Changes damage: +12% cold Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. Ivyyathra the Nightusher (20/20, 32.5-45.5 power, 10 apr) (Quiver)] barbed quiver of elm arrows of erosion (17/17, 14.5-20.3 power, 5 apr)barbed quiver of elm arrows of erosion (17/17, 14.5-20.3 power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3(-18.0 - -25.2) Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 (-5) Crit. chance: +1.0% (-1.0%) Capacity: 17 (-3) On weapon hit: * 0% chance to inflict 15% damage reduction (-20%) * 0% chance to gain 10% of a turn (3/turn limit) (-15%) - 10% chance to knock the target back On weapon crit: + wounds the target for 7 turns: 10 bleeding, 43% reduced healing Damage (Ranged): +0(-8) lightning / +9(-8) temporal / +0(-4) darkness / +9 nature / +0(-27) physical / +0(-15) cold / +9 bleed Burst (radius 2) on crit: +0(-8) lightning Arrows are used with bows to pierce your foes to death. |
[vs. Ce'Nurema the Radiancesweep (10-13 power, 5 apr) (Second weapon set: In off hand)] iron shield of fire resistance (+16%) (4 def, 2 armour, 24 block)This item will automatically be transmogrified when you leave the level. iron shield of fire resistance (+16%) (4 def, 2 armour, 24 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Armour Penetration: +0 (-5) Crit. chance: +0.0% (-4.0%) Attack speed: inf% (inf%) On weapon hit: * 0% chance to blind (-20%) Damage (Melee): +0(-5) darkness Burst (radius 1) on hit: +0(-8) fire Burst (radius 2) on crit: +0(-4) light Damage against: +0% (-6% )Living When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +16%(+7%) fire Talent granted: +1 Block Light radius: +0 (-2) Handheld deflection devices. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 armour) (Main armor)] Grinerab the woollen robe (3 def, 2 armour)Grinerab the woollen robe (3 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-2) Defense: +3 (+1 eff.) (+1 (+0 eff.)) Fatigue: +0% (-7%) Changes resistances: +12% blight / +11% temporal Changes damage: +12% blight / +11% temporal Critical mult.: +0.00% (-11.00%) Physical save: +16 (+10 eff.) Life regen: +0.00 (-3.80) Vim when firing critical spell: +1.00 Maximum life: +0.00 (-30.00) Spellpower: +2 (+2 eff.) Light radius: +3 Healing mod.: +0% (-13%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. troll-hide cured leather armour of Toknor (2 def, 4 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: Physical crit. chance: +0.0% (-3.0%) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-2) Defense: +1 (+0 eff.) (-1 (-1 eff.)) Fatigue: +6% (-1%) Changes resistances: +16% lightning Critical mult.: +0.00% (-11.00%) Life regen: +0.00 (-3.80) Maximum life: +0.00 (-30.00) Healing mod.: +0% (-13%) A suit of armour made of leather. |
[vs. Eremirek (1 def, 0 armour) (Cloak)] linen cloak 'Runyratir' (1 def, 0 armour)linen cloak 'Runyratir' (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +2(-6) Wil Changes resistances: +18% blight / +9% lightning Changes damage: +0%(-3%) mind Spell save: +16 (+13 eff.) Mental save: +6 (+3 eff.) (+1 (+0 eff.)) Mental crit. chance: +0% (-2%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of iron boots 'Camomaromilin' (6 def, 7 armour) (On feet)] pair of rough leather boots 'Tyvon' (0 def, 1 armour)pair of rough leather boots 'Tyvon' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-6) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +1% (-1%) Changes stats: +1 Mag Changes resistances: +0%(-3%) darkness Critical mult.: +5.00% Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Blindness immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Mana each turn: +0.20 Vim when firing critical spell: +2.00 Spellpower: +3 (+3 eff.) Infravision radius: +2 A pair of boots made of leather. |
[vs. pair of iron boots 'Camomaromilin' (6 def, 7 armour) (On feet)] grounding pair of iron boots of uncanny dodging (2 def, 3 armour)grounding pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-4) Defense: +2 (+1 eff.) (-4 (-2 eff.)) Ranged Defense: +3 (+2 eff.) (-3 (-1 eff.)) Fatigue: +2% (-) Changes resistances: +6% lightning / +5% temporal / +0%(-3%) darkness Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Blindness immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. pair of iron boots 'Camomaromilin' (6 def, 7 armour) (On feet)] pair of iron boots (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-4) Defense: +0 (+0 eff.) (-6 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-6 (-3 eff.)) Fatigue: +2% (-) Changes resistances: +0%(-3%) darkness Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Blindness immunity: +0% (-10%) Stun/Freeze immunity: +0% (-20%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. umbral iron gauntlets of strength (+3) (0 def, 1 armour) (On hands)] Porubeth the Scorpionjeer (0 def, 1 armour)Porubeth the Scorpionjeer (0 def, 1 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) (-) Armour: +1 (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-6) darkness Changes stats: +3(-) Str Changes resistances: +9% acid / +0%(-6%) darkness / +9% fire / +6% nature / +3% lightning Changes damage: +0%(-3%) darkness When used to modify unarmed attacks: Base power: 14.5 - 20.3(-0.5 - -0.7) 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% (-) On weapon hit: * 0% chance to inflict 15% damage reduction (-6%) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Treespawner the linen wizard hat (1 def, 0 armour)Treespawner the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes resistances: +0%(-10%) lightning / +0%(-10%) light / +22% nature / +3% mind Changes damage: +0%(-10%) lightning / +20% nature / +0%(-10%) light A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] linen wizard hat 'Glorelle' (1 def, 0 armour)linen wizard hat 'Glorelle' (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Wil Changes resistances: +0%(-10%) lightning / +11% physical / +0%(-10%) light Changes damage: +0%(-10%) lightning / +11% physical / +12% mind / +0%(-10%) light Equilibrium when hit: +0.08 Mindpower: +4 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +40 A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Chartitan (1 def, 0 armour)Chartitan (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +0%(-10%) lightning / +9% fire / +0%(-10%) light / +16% cold Changes damage: +0%(-10%) lightning / +0%(-10%) light / +15% fire / +11% cold / +6% darkness A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Layynor the Oakstreaker (1 def, 0 armour)Layynor the Oakstreaker (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes resistances: +16%(+6%) lightning / +0%(-10%) light Changes resistances penetration: +5% nature Changes damage: +11%(+1%) lightning / +0%(-10%) light / +3% mind / +9% nature A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Maliragen the Sootobeisance (1 def, 0 armour)Maliragen the Sootobeisance (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Dex / +1 Mag / +4 Con Changes resistances: +0%(-10%) lightning / +6% fire / +0%(-10%) light / +6% cold Changes damage: +0%(-10%) lightning / +3% darkness / +0%(-10%) light A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)] Dourlash the iron helm (0 def, 3 armour)Dourlash the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +0%(-10%) lightning / +3% temporal / +6%(-4%) light / +9% darkness Changes damage: +0%(-10%) light / +0%(-10%) lightning Mental save: +6 (+2 eff.) Poison immunity: +10% Cut immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] iron helm of dexterity (+3) (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. iron helm of dexterity (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
6 citrine 6 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. |
9 zircon 9 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 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 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. |
amethyst 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. Ivyyathra the Nightusher (20/20, 32.5-45.5 power, 10 apr) (Quiver)] 46 alchemist agate46 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-10) Crit. chance: +0.0% (-2.0%) Capacity: 0 (-20) On weapon hit: * 0% chance to inflict 15% damage reduction (-20%) * 0% chance to gain 10% of a turn (3/turn limit) (-15%) - 10% chance to knock the target back Damage (Ranged): +0(-8) lightning / +0(-17) temporal / +0(-4) darkness / +0(-15) cold / +0(-27) physical Burst (radius 2) on crit: +0(-8) lightning When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. hateful dwarven-steel torque of mindblast [power 197] (6 cooldown) (Tool)] Glimmerpiercer (dig speed 36 turns)Glimmerpiercer (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 light Changes stats: +1 Str Changes resistances: +11% nature / +3% light Changes damage: +6% nature / +3% light Spell save: +6 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. hateful dwarven-steel torque of mindblast [power 197] (6 cooldown) (Tool)] Saluwe the iron pickaxe (dig speed 38 turns)Saluwe the iron pickaxe (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Str / +1 Dex / +3 Mag Changes resistances penetration: +20% mind Light radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. hateful dwarven-steel torque of mindblast [power 197] (6 cooldown) (Tool)] Tooth of the Mouth (dig speed 12 turns)Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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 22 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 (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 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. hateful dwarven-steel torque of mindblast [power 197] (6 cooldown) (Tool)] ash totem of cure ailments 'Goran' [power 2] (9 cooldown)ash totem of cure ailments 'Goran' [power 2] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Mag / +1 Wil Changes resistances penetration: +5% acid Grants telepathy: Dragon It can be used to remove up to 2 poisons or diseases from a target within range 6 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ciallre the Cornac Rogue level 13
16th Haze 122nd year of Ascendancy at 20:46 see stats
By Ciallre the Cornac Rogue level 10
66th Dusk 122nd year of Ascendancy at 11:55 see stats
By Ciallre the Cornac Rogue level 9
47th Dusk 122nd year of Ascendancy at 10:38 see stats
By Ciallre the Cornac Rogue level 13
11st Haze 122nd year of Ascendancy at 18:35 see stats
By Ciallre the Cornac Rogue level 14
40th Haze 122nd year of Ascendancy at 04:09 see stats
Log
Ciallre's Shoot hits Grey mold for 31 physical, 8 lightning, 17 temporal, 4 darkness, 14 cold, 27 physical (101 total damage).
Ciallre shoots!
Ciallre's Shoot hits Grey mold for 32 physical, 8 lightning, 17 temporal, 4 darkness, 14 cold, 27 physical (102 total damage).
Ciallre shoots!
Poisoned deep water hits Grey mold for 7 nature damage.
Resting starts...
Talent Stealth is ready to use.
Ciallre activates Stealth.
Rested for 6 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Ciallre deactivates Crippling Poison.
Ciallre deactivates Volatile Poison.
Ciallre deactivates Stealth.
Ciallre deactivates Lacerating Strikes.
Ciallre deactivates Apply Poison.
Ciallre deactivates Trained Reactions.