Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 23 / 84% |
Size | medium |
Lifes / Deaths | Killed by Neramiwe the ice wyrm at level 23 on the 29th Haze 122nd year of Ascendancy at 19:49 / 1 |
Primary Stats
Strength | 24 (base 18) |
Dexterity | 59 (base 46) |
Constitution | 25 (base 10) |
Magic | 24 (base 10) |
Willpower | 13 (base 10) |
Cunning | 51 (base 44) |
Resources
Life | -36/731 |
Stamina | 103/210 |
Psi | 113/123 |
Healing Factor | 1.1245178243369 |
Regeneration | 5.9037185777688 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 33.891010379467 |
See Invisible | 33.891010379467 |
Offense: Barehand
Damage | 59 |
Accuracy | 62 |
Crit Chance | 26% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Mind | +3% |
Nature | +9% |
Blight | +6% |
Physical | +24% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 39 (44.574340358689%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 23 |
Mental Save | 35 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 24%( 70%) |
Physical | + 38%( 70%) |
Cold | + 35%( 70%) |
All | + 18%( 70%) |
Lightning | + 23%( 70%) |
Temporal | + 23%( 70%) |
Mind | + 31%( 70%) |
Darkness | + 26%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.41 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.41 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Aderin the honey tree. Escort: temporal explorer (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed minotaur nose. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots 'Beamavor' (0 def, 15 armour) pair of iron boots 'Beamavor' (0 def, 15 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +15 Fatigue: -3% Changes stats: +1 Str Changes damage: +3% mind Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Mindpower: +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | heroic dwarven-steel gauntlets of dexterity (+2) (0 def, 5 armour) heroic dwarven-steel gauntlets of dexterity (+2) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +5 Fatigue: +3% Changes stats: +2 Dex Mental save: +6 (+3 eff.) Maximum life: +48.00 When used to modify unarmed attacks: Power: 124% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Barkmarrow the dwarven-steel helm (30 def, 8 armour) Barkmarrow the dwarven-steel helm (30 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Defense: +30 (+9 eff.) Fatigue: +4% Effects on melee hit: * 20 arcane resource burn Changes resistances: +10% nature / +7% blight Changes damage: +9% nature Knockback immunity: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | elm totem of healing 'Manabers' [power 122] (12/13 cooldown) =7 Mag T1 Totem= elm totem of healing 'Manabers' [power 122] (12/13 cooldown) =7 Mag T1 Totem=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +7 Mag Changes resistances: +6% mind Light radius: +1 Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold emerald ring gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Changes stats: +7 Cun / +6 Dex Changes resistances: +3% all Rings make your fingers look great! |
On fingers | Dairildir the Skynoon =7 Mag= Dairildir the Skynoon =7 Mag=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +7 Mag / +2 Wil Changes resistances: +6% lightning / +12% physical Changes resistances penetration: +10% lightning Changes damage: +12% physical Rings make your fingers look great! |
Around neck | vitalizing copper amulet of perfection (0.11 Technique / Mobility,0.11 Technique / Combat techniques) =3 Con= vitalizing copper amulet of perfection (0.11 Technique / Mobility,0.11 Technique / Combat techniques) =3 Con=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.11 Technique / Mobility +0.11 Technique / Combat techniques Physical save: +8 (+4 eff.) Life regen: +2.00 Maximum life: +30.00 Amulets make your neck look great! |
Main armor | Anohor the Lightningbender (0 def, 0 armour) Anohor the Lightningbender (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +24% acid / +12% physical / +10% darkness / +10% mind / +9% all Changes damage: +16% acid / +12% physical / +6% blight Physical save: +11 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: +22 (+9 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | Lustrewedge the brass lantern Lustrewedge the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con / +1 Wil Changes resistances penetration: +5% light Stamina each turn: +2.00 Maximum life: +45.00 Maximum stamina: +10.00 Light radius: +6 Infravision radius: +1 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. |
Cloak | linen cloak 'Hellssquall' (1 def, 8 armour) linen cloak 'Hellssquall' (1 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +8 Defense: +1 (+0 eff.) Changes resistances: +6% temporal / +21% cold Changes damage: +9% fire Physical save: +9 (+5 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | blurring rough leather belt of containment blurring rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Stealth bonus: +5 Maximum life: +55.00 Maximum mana: +30.00 Maximum stamina: +26.00 Maximum hate: +10.00 Maximum psi: +20.00 Maximum vim: +20.00 Maximum pos.energy: +20.00 Maximum neg.energy: +22.00 Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 153; cd 11) healing infusion of the sneak (heal 153; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 153 then cleanse 1 wound, poison, and disease 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 nature talent. |
healing infusion of the titan (heal 91; cd 11) healing infusion of the titan (heal 91; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 91 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 nature talent. |
healing infusion of the wizard (heal 89; cd 14) healing infusion of the wizard (heal 89; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 89 then cleanse 1 wound, poison, and disease effect. Its effects scale with your 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 nature talent. |
wild infusion of the sneak (res 25%; physical; dur 2; cd 11) wild infusion of the sneak (res 25%; physical; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Frozenwend the copper amulet Frozenwend the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +12% fire / +19% light / +14% darkness Changes resistances penetration: +20% physical Spell save: +15 (+8 eff.) Blindness immunity: +23% Amulets make your neck look great! |
copper amulet 'Layeriwyn' =5 Con= copper amulet 'Layeriwyn' =5 Con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +3 Dex / +2 Cun / +5 Con Infravision radius: +2 Amulets make your neck look great! |
insulating copper amulet of constitution (+2) =2 Con= insulating copper amulet of constitution (+2) =2 Con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
stabilizing copper amulet of strength (+2) stabilizing 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% temporal Pinning immunity: +22% Knockback immunity: +21% Amulets make your neck look great! |
Vargh Redemption =6 Con= Vargh Redemption =6 Con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.31 cold and 10.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
gold emerald ring gold emerald ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 13% chance to reduce all saves and defense by 20 Damage (Melee): 10 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 20 Damage (Ranged): 12 physical Changes stats: +4 Cun Changes resistances: +3% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
gold ring of perseverance gold ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
mule's copper ring of pilfering mule's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+3 eff.) Fatigue: -5% Maximum encumbrance: +21 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.8 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 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring =4 Cun= rogue's copper ring =4 Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +6 (+3 eff.) Rings make your fingers look great! |
steel citrine ring steel citrine ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Movement speed: +12% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 5.6 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 43% for 5 turns. Rings make your fingers look great! |
steel citrine ring steel citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Spellpower: +7 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
treant's copper ring of clarity treant's copper ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +5% blight Mental save: +6 (+3 eff.) Poison immunity: +11% Disease immunity: +11% Confusion immunity: +20% Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) 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. |
Beluriavea the Splendourwar Beluriavea the SplendourwarInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 light Changes stats: +4 Dex Changes resistances: +3% light Changes resistances penetration: +5% light Critical mult.: +5.00% Physical save: +6 (+3 eff.) Stamina each turn: +1.00 Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Duvitir the hardened leather belt =6 Mag= Duvitir the hardened leather belt =6 Mag=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +1 Cun / +6 Mag Changes resistances: +8% lightning / +7% temporal Changes damage: +12% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Sepsisrip the rough leather belt Sepsisrip the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +5% blight / +5% nature Stun/Freeze immunity: +20% Maximum life: +34.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
Wretchscar WretchscarInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Str / +1 Dex / +6 Cun / +2 Con Changes resistances: +6% nature Changes damage: +6% nature Life regen: +1.00 Healing mod.: +11% A belt that goes around your waist. |
Earthmistress (1 def, 0 armour) =4 Cun= Earthmistress (1 def, 0 armour) =4 Cun=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Defense: +1 (+0 eff.) Damage when hit (Melee): 4 nature Changes stats: +3 Str / +2 Dex / +4 Cun A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Mardithad' (7 def, 0 armour) linen cloak 'Mardithad' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +4 Dex / +2 Mag / +1 Cun Physical save: +6 (+3 eff.) Spell save: +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 6 armour) thick linen cloak of battle (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+1 eff.) Armour: +6 Defense: +1 (+0 eff.) Fatigue: -3% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urthilen (0 def, 3 armour) Urthilen (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Changes resistances: +5% lightning / +5% temporal Changes resistances penetration: +10% physical Damage Shield penetration: +10% A pair of boots made of leather. |
Weepreign (0 def, 9 armour) Weepreign (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +9 Fatigue: -3% Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +1 Dex Changes resistances: +2% physical Maximum encumbrance: +23 Physical save: +5 (+3 eff.) Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xadhetha (0 def, 1 armour) =10 Con T1 Boots= Xadhetha (0 def, 1 armour) =10 Con T1 Boots=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Str / +10 Con Changes resistances penetration: +15% acid Changes damage: +6% acid It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 1.4 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
hardened leather gloves 'Dawnsmash' (0 def, 2 armour) hardened leather gloves 'Dawnsmash' (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Damage (Melee): 12 light / 7 arcane Changes stats: +4 Str / +6 Dex / +3 Mag / +5 Wil Changes resistances: +6% light / +4% arcane Changes damage: +9% light / +3% arcane Spellpower: +4 (+1 eff.) When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +8.0% Attack speed: 125% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Damage (Melee): +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Power: 102% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Cuthatir' (0 def, 1 armour) iron gauntlets 'Cuthatir' (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): 6 darkness Changes resistances: +6% darkness / +3% lightning Changes damage: +3% darkness Physical save: +9 (+5 eff.) Maximum life: +20.00 When used to modify unarmed attacks: Power: 95% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 6% chance to reduce damage dealt by 17% Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets of strength (+2) (0 def, 1 armour) radiant iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Damage (Melee): 5 light Changes stats: +2 Str Changes resistances: +5% light Changes damage: +3% light When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Searing Light (20% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 96% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeruvea the Wintertouch (1 def, 0 armour) =5 Str= Aeruvea the Wintertouch (1 def, 0 armour) =5 Str=Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Str / +1 Wil / +1 Con Changes resistances: +3% cold Mana each turn: +0.11 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Earakalthodar the Strikebright (0 def, 3 armour) Earakalthodar the Strikebright (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 lightning Changes resistances: +11% light / +3% cold / +11% darkness / +5% arcane Disarm immunity: +20% Teleport immunity: +10% Hate when firing a critical mind attack: +1.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenidig the rough leather cap (0 def, 1 armour) Elenidig the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +1 Dex / +2 Con Changes resistances: +9% acid Changes resistances penetration: +5% acid Reduces incoming crit damage: 5.00% See invisible: +6 A cap made of leather. |
Frostbliss (20 def, 5 armour) Frostbliss (20 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +20 (+6 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +1 Dex Changes resistances: +9% cold / +3% fire / +11% light / +11% darkness A cap made of leather. |
Unroledur the linen wizard hat (1 def, 0 armour) Unroledur 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: * 20% chance to reduce all saves and defense by 20 Changes resistances: +3% acid / +11% physical / +6% mind Changes damage: +9% acid / +11% physical / +3% mind Mindpower: +10 (+5 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Flashumbra' (10 def, 3 armour) hardened leather cap 'Flashumbra' (10 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes resistances: +1% physical / +13% light / +12% darkness Changes damage: +6% lightning Only die when reaching: -80.00 life A cap made of leather. |
mindwoven linen wizard hat of the sentry (1 def, 0 armour) mindwoven linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Psi each turn: +0.10 Mindpower: +3 (+2 eff.) Mental crit. chance: +3% Infravision radius: +3 See stealth: +5 See invisible: +5 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 10% and attempts to push all creatures other than yourself out of its radius, inflicting 2.09 light damage and 2.09 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
impenetrable iron mail armour of cold resistance (2 def, 9 armour) impenetrable iron mail armour of cold resistance (2 def, 9 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +18% cold A suit of armour made of mail. |
Blindparry the rough leather armour (9 def, 6 armour) Blindparry the rough leather armour (9 def, 6 armour)Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +6% Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +5% light Changes damage: +6% light / +6% fire Mental save: +11 (+5 eff.) Infravision radius: +2 A suit of armour made of leather. |
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. |
114 alchemist agate 114 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 opal 4 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 Disease immunity: +15% 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. It was changed by the digestive sack. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Maluzilagrim =4 Con= Maluzilagrim =4 Con=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Cun / +4 Con Changes resistances: +3% cold / +6% temporal Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Armudorach' brass lantern 'Armudorach'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 46% Changes resistances: +6% temporal / +3% fire / +3% nature / +5% arcane Psi when hit: +0.04 Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending elm totem of thorny skin [power 15] (12/17 cooldown) extending elm totem of thorny skin [power 15] (12/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 17 turns. When used: * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 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. |
12 ametrine 12 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. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Takamura the Cornac Brawler level 8
9th Mirth 122nd year of Ascendancy at 06:28 see stats
By Takamura the Cornac Brawler level 23
29th Haze 122nd year of Ascendancy at 04:49 see stats
By Takamura the Cornac Brawler level 10
4th Flare 122nd year of Ascendancy at 02:33 see stats
By Takamura the Cornac Brawler level 20
53rd Dusk 122nd year of Ascendancy at 07:03 see stats
By Takamura the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 12:43 see stats
By Takamura the Cornac Brawler level 12
8th Flare 122nd year of Ascendancy at 19:40 see stats
By Takamura the Cornac Brawler level 18
38th Dusk 122nd year of Ascendancy at 06:09 see stats
Log
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Takamura activates his elm totem of healing 'Manabers'!
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Takamura receives 137 healing.
Neramiwe the ice wyrm casts Manathrust.
Neramiwe the ice wyrm's spell attains critical power!
Takamura reacts to damage from Neramiwe the ice wyrm, mitigating the blow!.
Takamura is recovering from the damage!
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm hits Takamura for (12 flat reduction), (115 reacted , -5 stam), 261 arcane (261 total damage).
Takamura is no longer evading attacks.
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Neramiwe the ice wyrm's aether beam hits Takamura for (12 flat reduction), 5 arcane (5 total damage).
Takamura uses Tumble.
Takamura uses Infusion: Movement.
Takamura is moving at extreme speed!
Neramiwe the ice wyrm casts Manathrust.
Neramiwe the ice wyrm's spell attains critical power!
Takamura reacts to damage from Neramiwe the ice wyrm, mitigating the blow!.
Neramiwe the ice wyrm hits Takamura for (12 flat reduction), (113 reacted , -5 stam), 264 arcane (264 total damage).
Takamura the level 23 cornac brawler was energised to death by Neramiwe the ice wyrm on level 4 of Daikara.