Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release ASCII/Modern Graphics Mode 1.7.0Request from impsy on the Discord. Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds". Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain. 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. 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:
ZOmnibus Addon Pack 1.7.4Combines 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: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Always center your character 1.5.5Always center your character Items Vault 1.7.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description 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: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 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 | Nightmare Roguelike |
Sex | Female |
Race | Krog |
Class | Mindslayer |
Level / Exp | 35 / 89% |
Size | big |
Lifes / Deaths | Killed by Dozing Gliwe at level 35 on the 45th Regrowth 123rd year of Ascendancy at 01:45 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 26 (base 11) |
Dexterity | 31 (base 26) |
Constitution | 26 (base 10) |
Magic | 8 (base 10) |
Willpower | 72 (base 60) |
Cunning | 62 (base 60) |
Resources
Life | -89/818 |
Psi | 45/162 |
Stamina | 377/377 |
Equilibrium | 69 |
Healing Factor | 1.2716586254955 |
Regeneration | 6.5490419213018 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.0658141036402E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 50 |
Accuracy | 45 |
Crit Chance | 75% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 45 |
Crit Chance | 76% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 31% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +9% |
Darkness | +3% |
Blight | +6% |
Physical | +27% |
Acid | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Acid | +25% |
Mind | +25% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 15 (35.65183292883%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 36 |
Mental Save | 39 |
Defense: Resistances
Acid | + 17%( 70%) |
Arcane | + 17%( 70%) |
Mind | + 44%( 70%) |
All | + 12%( 70%) |
Light | + 15%( 70%) |
Physical | + 17%( 70%) |
Cold | + 17%( 70%) |
Fire | + 70%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Disarm Resistance | 66% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 725% 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 Cunning 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Psionic / Voracity | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Augmented mobility | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | 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 talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Porylle the skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost tinker from death by snow giant thunderer. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed storm wyrm claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed giant spider spinneret. * You've found the needed skeleton mage skull. 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 ice wyrm tooth. * You've found the needed orc heart. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed hummerhorn wing. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | [vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 2)] Earyregokor the Filthransom (152% power, 2 apr) =PhyCrt,OnHits=NOTE: PF Earyregokor the Filthransom (152% power, 2 apr) =PhyCrt,OnHits= Reqs Str 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 Power: 152% (+14%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.5% (-) Attack speed: 100% (-) When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 0% chance to reduce damage dealt by 25% * 0% chance to slow global speed by 59% * 14% chance to reduce strength, dexterity, and constitution by 5 + 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +0(-20) acid +10 blight +0(-4) nature Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Physical crit. chance: +14.0% Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage when hit (Melee): 10 cold Changes resistances: +0%(-6%) acid +6% cold +3% nature Changes damage: +0%(-3%) darkness Disease immunity: +21% Disarm immunity: +0% (-32%) Massive two-handed swords. Tap to cycle through comparison choices |
On hands | [vs. drakeskin leather gloves of war-making (0 def, 3 armour) =Crts,Cripple= (On hands)] drakeskin leather gloves of war-making (0 def, 3 armour) =Crts,Cripple=drakeskin leather gloves of war-making (0 def, 3 armour) =Crts,Cripple= Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +3 (-) Critical mult.: +5.00% (-) Spell crit. chance: +8% (-) Mental crit. chance: +14% (-) When used to modify unarmed attacks: Power: 149% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +18.0% (-) Attack speed: 100% (-) When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | [vs. alchemist's lamp 'Cloudhunter' =MndPwr,lite8= (Light source)] alchemist's lamp 'Cloudhunter' =MndPwr,lite8=alchemist's lamp 'Cloudhunter' =MndPwr,lite8= Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances penetration: +10%(-) mind +25%(-) acid Changes damage: +9%(-) lightning Mental save: +6 (+3 eff.) (-) Mindpower: +10 (+3 eff.) (-) Light radius: +8 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. rough leather cap 'Aratha' (0 def, 1 armour) =Hp,3Con,PhyPwr= (On head)] rough leather cap 'Aratha' (0 def, 1 armour) =Hp,3Con,PhyPwr=NOTE: head rough leather cap 'Aratha' (0 def, 1 armour) =Hp,3Con,PhyPwr= Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +25 (+8 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +2(-) Cun +3(-) Con Physical save: +6 (+3 eff.) (-) Only die when reaching: -20.00 life (-) Mindpower: +10 (+3 eff.) (-) A cap made of leather. |
On feet | [vs. Sunbraid (0 def, 1 armour) =PhyCrt= (On feet)] Sunbraid (0 def, 1 armour) =PhyCrt=Sunbraid (0 def, 1 armour) =PhyCrt= Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 (-) Physical crit. chance: +4.0% (-) Physical power: +4 (+1 eff.) (-) Armour: +1 (-) Changes resistances: +15%(-) fire +3%(-) light +6%(-) mind Changes resistances penetration: +15%(-) mind Poison immunity: +10% (-) Light radius: +2 (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) A pair of boots made of leather. |
Tool | [vs. Glyvea the yew totem of healing [power 314] (15 cooldown) =Heal= (Tool)] Glyvea the yew totem of healing [power 314] (15 cooldown) =Heal=Glyvea the yew totem of healing [power 314] (15 cooldown) =Heal= Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes damage: +6%(-) acid +6%(-) blight Spell save: +18 (+9 eff.) (-) Spellpower on spell critical (stacks up to 3 times): +10 (-) Spell crit. chance: +7% (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
On fingers | [vs. Dagubar the steel ring =PhyCrt,Conf-= (On fingers, 1 of 2)] Dagubar the steel ring =PhyCrt,Conf-=Dagubar the steel ring =PhyCrt,Conf-= Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +4.0% (-) Physical power: +10 (+3 eff.) (-) Damage when hit (Melee): 6(-) blight Changes stats: +5(-) Str +3(-) Dex Mental save: +6 (+3 eff.) (-) Confusion immunity: +30% (-) Only die when reaching: -60.00 life (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | [vs. Dagubar the steel ring =PhyCrt,Conf-= (On fingers, 1 of 2)] Shimmerlore =3Con, Conf-=Shimmerlore =3Con, Conf-= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-5) Str +0(-3) Dex +3 Con Changes resistances: +15% mind Changes resistances penetration: +10% lightning Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disease immunity: +20% Disarm immunity: +10% Confusion immunity: +20% (-10%) Life regen: +4.00 Only die when reaching: +0.00 life (+60.00 life) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | [vs. steel amulet 'Earagogas' =Stats,Phy{C,M},CrtPwr= (Around neck)] steel amulet 'Earagogas' =Stats,Phy{C,M},CrtPwr=steel amulet 'Earagogas' =Stats,Phy{C,M},CrtPwr= Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) (-) Armour penetration: +13 (-) Physical crit. chance: +6.0% (-) Changes stats: +6(-) Str +3(-) Dex +6(-) Con Changes resistances: +5%(-) arcane Changes damage: +15%(-) physical Critical mult.: +14.00% (-) Amulets make your neck look great! |
In main hand | [vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 3)] Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-=Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= Reqs Str 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 25% Damage (Melee): +20(-) acid +4(-) nature When wielded/worn: Accuracy: +8 (+2 eff.) (-) Defense: +7 (+2 eff.) (-) Changes resistances: +6%(-) acid Changes damage: +3%(-) darkness Disarm immunity: +32% (-) Sharp, long, and deadly. Tap to cycle through comparison choices |
Around waist | [vs. hardened leather belt 'Dairadoldir' =Hp,Stun-= (Around waist)] hardened leather belt 'Dairadoldir' =Hp,Stun-=NOTE: belt hardened leather belt 'Dairadoldir' =Hp,Stun-= Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15%(-) mind Stun/Freeze immunity: +10% (-) Teleport immunity: +20% (-) Life regen: +0.90 (-) Maximum life: +60.00 (-) Healing mod.: +14% (-) A belt that goes around your waist. |
In off hand | [vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 3)] balanced stralite longsword of evisceration (154% power, 5 apr) =PhyCrt,Barb=balanced stralite longsword of evisceration (154% power, 5 apr) =PhyCrt,Barb= Reqs Str 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 154% (+16%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 (+1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% On weapon crit: + Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +8 (+2 eff.) (-) Physical crit. chance: +9.0% Physical power: +8 (+3 eff.) Defense: +8 (+3 eff.) (+1 (+1 eff.)) Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Disarm immunity: +24% (-8%) Sharp, long, and deadly. Tap to cycle through comparison choices |
Cloak | [vs. Belemira (1 def, 2 armour) =2Con,PhyCrt,Acc= (Cloak)] Belemira (1 def, 2 armour) =2Con,PhyCrt,Acc=Belemira (1 def, 2 armour) =2Con,PhyCrt,Acc= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) (-) Physical crit. chance: +5.0% (-) Armour: +2 (-) Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Str +2(-) Con Changes resistances: +1%(-) physical Maximum stamina: +20.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | [vs. Torchumbra the woollen robe (24 def, 2 armour) =Phy{C,M,P},Def= (Main armor)] Torchumbra the woollen robe (24 def, 2 armour) =Phy{C,M,P},Def=Torchumbra the woollen robe (24 def, 2 armour) =Phy{C,M,P},Def= Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +4.0% (-) Armour: +2 (-) Defense: +24 (+9 eff.) (-) Changes resistances: +4%(-) physical +12%(-) fire +9%(-) all Changes resistances penetration: +15%(-) physical Changes damage: +12%(-) physical Physical save: +25 (+12 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 471; 17 cd) regeneration infusion of the sneak (heal 471; 17 cd)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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 471 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 432; 16 cd) regeneration infusion of the warrior (heal 432; 16 cd)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Strength 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. |
[vs. steel amulet 'Earagogas' =Stats,Phy{C,M},CrtPwr= (Around neck)] vitalizing copper amulet of vision =3Con=vitalizing copper amulet of vision =3Con= Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-7 (-2 eff.)) Armour penetration: +0 (-13) Physical crit. chance: +0.0% (-6.0%) Changes stats: +0(-6) Str +0(-3) Dex +3(-3) Con Changes resistances: +0%(-5%) arcane Changes damage: +0%(-15%) physical Critical mult.: +0.00% (-14.00%) Physical save: +6 (+3 eff.) Blindness immunity: +12% Life regen: +2.00 Maximum life: +34.00 Infravision radius: +2 Sight radius: +2 See invisible: +6 Amulets make your neck look great! |
[vs. Dagubar the steel ring =PhyCrt,Conf-= (On fingers, 1 of 2)] psionicist's copper ring of the mountain (+11%) =3Wil,PhyMod=psionicist's copper ring of the mountain (+11%) =3Wil,PhyMod= Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-5) Str +0(-3) Dex +3 Wil Changes resistances: +11% physical Changes damage: +11% physical Mental save: +6 (+3 eff.) (-) Confusion immunity: +0% (-30%) Only die when reaching: +0.00 life (+60.00 life) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Dagubar the steel ring =PhyCrt,Conf-= (On fingers, 1 of 2)] titan's steel ring of lightning (+24%) =3Con=titan's steel ring of lightning (+24%) =3Con= Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +0 (+0 eff.) (-10 (-3 eff.)) Damage when hit (Melee): 0(-6) blight Changes stats: +0(-5) Str +0(-3) Dex +3 Con Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +6 (+3 eff.) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-30%) Only die when reaching: +0.00 life (+60.00 life) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Dagubar the steel ring =PhyCrt,Conf-= (On fingers, 1 of 2)] gladiator's gold ring =6Con=gladiator's gold ring =6Con= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Physical power: +7 (+2 eff.) (-3 (-1 eff.)) Damage when hit (Melee): 0(-6) blight Changes stats: +6(+1) Str +0(-3) Dex +6 Con Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-30%) Only die when reaching: +0.00 life (+60.00 life) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 2)] imbued yew magestaff of might (133% power, 4 apr, lightning element)This item will automatically be transmogrified when you leave the level. imbued yew magestaff of might (133% power, 4 apr, lightning element) Reqs Mag 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 134% (-5%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes resistances: +0%(-6%) acid Changes damage: +20% lightning +0%(-3%) darkness Talent granted: +1 Command Staff Disarm immunity: +0% (-32%) Spellpower: +9 (+9 eff.) Spell crit. chance: +13% Talent on hit(spell): Arcane Vortex (10% chance level 2). Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 2)] Staff of AbsorptionStaff of Absorption Reqs Mag 40 Powered by unknown forces 7.00 Encumbrance. [Plot Item] Type: weapon / staff It must be held with both hands. Power: 147% (+9%) Range: 1.1x (-0.3x) Uses stat: 100% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-3.5%) Attack speed: inf% (inf%) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +20 (+6 eff.) (+12 (+4 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Disarm immunity: +0% (-32%) Spellpower: +20 (+16 eff.) Spell crit. chance: +10% It can be used to absorb energies Activation costs 1000 power out of 1000/1000. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 2)] elemental stralite greatmaul of ruin (178% power, 3 apr)This item will automatically be transmogrified when you leave the level. elemental stralite greatmaul of ruin (178% power, 3 apr) Reqs Str 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 178% (+40%) Range: 1.5x (+0.1x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-1) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% + Create an explosion dealing 15 lightning damage (1/turn) Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Armour penetration: +13 Physical crit. chance: +13.0% Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes resistances: +0%(-6%) acid Changes resistances penetration: +7% lightning Changes damage: +23% lightning +0%(-3%) darkness Critical mult.: +14.00% Disarm immunity: +0% (-32%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 2)] Aerogund the dwarven-steel greatsword (168% power, 2 apr) =Dmg,Stun-,Conf-,PF=Aerogund the dwarven-steel greatsword (168% power, 2 apr) =Dmg,Stun-,Conf-,PF= Reqs Str 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 169% (+30%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% Damage (Melee): +0(-20) acid +0(-4) nature Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +1 Dex Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Blindness immunity: +20% Disarm immunity: +0% (-32%) Confusion immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +20% Stamina each turn: +1.00 Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 2)] dwarven-steel greatsword of enduring (154% power, 2 apr) =10Con=dwarven-steel greatsword of enduring (154% power, 2 apr) =10Con= Reqs Str 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 154% (+16%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 (-2) Crit. chance: +3.5% (-) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +10 Con +14 Wil Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Disarm immunity: +0% (-32%) Maximum life: +69.00 Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 3)] Floefurnace (116% power, 5 apr) =7Con=Floefurnace (116% power, 5 apr) =7Con= Reqs Dex 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 116% (-23%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+1) Crit. chance: +4.0% (+0.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% Damage (Melee): +0(-20) acid +12 cold +0(-4) nature +12 fire +8 mind When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Damage when hit (Melee): 2 cold Changes stats: +7 Con +6 Wil Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Disarm immunity: +0% (-32%) Maximum life: +16.00 Mental crit. chance: +1% Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 3)] Shantiz the Stormblade (125% power, 20 apr) =20Dex=Shantiz the Stormblade (125% power, 20 apr) =20Dex= Reqs Dex 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 126% (-13%) Range: 1.3x (-0.1x) Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+16) Crit. chance: +10.0% (+6.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce damage dealt by 25% * 0% chance to slow global speed by 59% + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +20 Dex Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Disarm immunity: +0% (-32%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. Coalrip the dwarven-steel longsword (138% power, 4 apr) =Acc,Def,Slow,Dmg-= (In main hand, 1 of 3)] dwarven-steel dagger of enduring (129% power, 7 apr) =8Con=dwarven-steel dagger of enduring (129% power, 7 apr) =8Con= Reqs Dex 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 129% (-10%) Range: 1.3x (-0.1x) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (+3) Crit. chance: +6.0% (+2.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to slow global speed by 59% * 0% chance to reduce damage dealt by 25% Damage (Melee): +0(-20) acid +0(-4) nature When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-2 eff.)) Defense: +0 (+0 eff.) (-7 (-2 eff.)) Changes stats: +8 Con +7 Wil Changes resistances: +0%(-6%) acid Changes damage: +0%(-3%) darkness Disarm immunity: +0% (-32%) Maximum life: +18.00 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Torchumbra the woollen robe (24 def, 2 armour) =Phy{C,M,P},Def= (Main armor)] verdant woollen robe of the mind (+12%) (0 def, 0 armour) =3Con=verdant woollen robe of the mind (+12%) (0 def, 0 armour) =3Con= Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-4.0%) Armour: +0 (-2) Defense: +0 (+0 eff.) (-24 (-9 eff.)) Changes stats: +3 Con Changes resistances: +0%(-4%) physical +0%(-12%) fire +12% mind +9%(-) all Changes resistances penetration: +0%(-15%) physical Changes damage: +0%(-12%) physical +9% nature +12% mind Physical save: +0 (+0 eff.) (-25 (-12 eff.)) Poison immunity: +23% Disease immunity: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. hardened leather belt 'Dairadoldir' =Hp,Stun-= (Around waist)] insulating hardened leather belt of the vagrant =2Con=insulating hardened leather belt of the vagrant =2Con= Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +7% fire +0%(-15%) mind +5% cold Mental save: +7 (+2 eff.) Stun/Freeze immunity: +0% (-10%) Teleport immunity: +0% (-20%) Life regen: +0.00 (-0.90) Maximum life: +0.00 (-60.00) Mindpower: +5 (+2 eff.) Healing mod.: +0% (-14%) A belt that goes around your waist. |
[vs. Belemira (1 def, 2 armour) =2Con,PhyCrt,Acc= (Cloak)] Arubrewe (17 def, 0 armour) =Def=Arubrewe (17 def, 0 armour) =Def= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +0 (-2) Defense: +17 (+6 eff.) (+16 (+6 eff.)) Changes stats: +0(-1) Str +0(-2) Con Changes resistances: +6% temporal +5% arcane +0%(-1%) physical Physical save: +6 (+3 eff.) Disarm immunity: +10% Maximum stamina: +0.00 (-20.00) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Belemira (1 def, 2 armour) =2Con,PhyCrt,Acc= (Cloak)] linen cloak 'Smolderstrider' (1 def, 6 armour) =2Con=linen cloak 'Smolderstrider' (1 def, 6 armour) =2Con= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-1 eff.)) Physical crit. chance: +0.0% (-5.0%) Armour: +6 (+4) Defense: +1 (+0 eff.) (-) Changes stats: +0(-1) Str +1 Cun +2(-) Con Changes resistances: +6% fire +0%(-1%) physical +12% cold Changes damage: +3% mind Maximum stamina: +0.00 (-20.00) See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. drakeskin leather gloves of war-making (0 def, 3 armour) =Crts,Cripple= (On hands)] drakeskin leather gloves 'Sparkbreak' (0 def, 3 armour) =t4, not great=drakeskin leather gloves 'Sparkbreak' (0 def, 3 armour) =t4, not great= Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +0.0% (-10.0%) Physical power: +17 (+6 eff.) Armour: +3 (-) Effects when hit in melee: * 21 arcane resource burn Changes stats: +4 Str Changes resistances: +15% lightning Changes damage: +6% lightning Critical mult.: +5.00% (-) Physical save: +9 (+4 eff.) Spell save: +18 (+7 eff.) Mental save: +16 (+5 eff.) Disarm immunity: +34% Maximum hate: +2.00 Spell crit. chance: +0% (-8%) Mental crit. chance: +0% (-14%) When used to modify unarmed attacks: Power: 155% (+6%) Range: 1.1x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 (-) Crit. chance: +5.0% (-13.0%) Attack speed: 100% (-) When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. drakeskin leather gloves of war-making (0 def, 3 armour) =Crts,Cripple= (On hands)] Vorulaith (0 def, 2 armour) =PhyPwr,Hp=Vorulaith (0 def, 2 armour) =PhyPwr,Hp= Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +0.0% (-10.0%) Physical power: +15 (+5 eff.) Armour: +2 (-1) Fatigue: +3% Damage (Melee): 7 acid 5 nature Changes stats: +1 Str +2 Dex Changes resistances: +6% acid +5% nature Changes resistances penetration: +5% physical Changes damage: +5% acid +5% nature Critical mult.: +0.00% (-5.00%) Only die when reaching: -20.00 life Spell crit. chance: +0% (-8%) Mental crit. chance: +0% (-14%) When used to modify unarmed attacks: Power: 134% (-14%) Range: 1.4x (+0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 (+4) Crit. chance: +12.0% (-6.0%) Attack speed: 83% (-17%) When this weapon hits: Venomous Breath (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). When this weapon crits: Cripple (20% chance level 5). Damage (radius 2) on crit: +7 acid +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather cap 'Aratha' (0 def, 1 armour) =Hp,3Con,PhyPwr= (On head)] linen wizard hat 'Xyraribeth' (1 def, 0 armour) =Hp,Conf-,2Cun=linen wizard hat 'Xyraribeth' (1 def, 0 armour) =Hp,Conf-,2Cun= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-8 eff.)) Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +2(-) Cun +0(-3) Con Changes resistances: +6% fire +6% cold Physical save: +3 (+2 eff.) (-3 (-1 eff.)) Disarm immunity: +20% Confusion immunity: +10% Only die when reaching: +0.00 life (+20.00 life) Maximum life: +20.00 Mindpower: +0 (+0 eff.) (-10 (-3 eff.)) A pointy cloth hat, very wizardly... |
[vs. rough leather cap 'Aratha' (0 def, 1 armour) =Hp,3Con,PhyPwr= (On head)] Stormvortex (0 def, 3 armour) =breathewater=Stormvortex (0 def, 3 armour) =breathewater= Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-8 eff.)) Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-2) Cun +0(-3) Con Changes resistances: +7% cold Changes resistances penetration: +5% lightning +15% cold +10% mind Changes damage: +15% lightning Allows you to breathe in: water Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+20.00 life) Mindpower: +0 (+0 eff.) (-10 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. rough leather cap 'Aratha' (0 def, 1 armour) =Hp,3Con,PhyPwr= (On head)] cleansing iron helm of constitution (+3) (0 def, 3 armour) =3Con=cleansing iron helm of constitution (+3) (0 def, 3 armour) =3Con= Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-25 (-8 eff.)) Armour: +3 (+2) Fatigue: +5% (+4%) Changes stats: +0(-2) Cun +3(-) Con Changes resistances: +6% nature +6% blight Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Only die when reaching: +0.00 life (+20.00 life) Mindpower: +0 (+0 eff.) (-10 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
citrine 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. |
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. |
18 aquamarine 18 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 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. |
15 topaz 15 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 amethyst 11 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used to imbue an object: Changes stats: +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
450 alchemist agate 450 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. |
[vs. Glyvea the yew totem of healing [power 314] (15 cooldown) =Heal= (Tool)] iron pickaxe (dig speed 35 turns) =Dig=iron pickaxe (dig speed 35 turns) =Dig= 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes damage: +0%(-6%) acid +0%(-6%) blight Spell save: +0 (+0 eff.) (-18 (-9 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-10) Spell crit. chance: +0% (-7%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
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) 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Glyvea the yew totem of healing [power 314] (15 cooldown) =Heal= (Tool)] Ivuwe the Torchwrecker [power 160] (15 cooldown) =Sil-,Cleanse=Ivuwe the Torchwrecker [power 160] (15 cooldown) =Sil-,Cleanse= Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +3% nature +6% temporal Changes resistances penetration: +10% fire Changes damage: +0%(-6%) acid +0%(-6%) blight Spell save: +0 (+0 eff.) (-18 (-9 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-10) Spell crit. chance: +0% (-7%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) It can be used to blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
[vs. Glyvea the yew totem of healing [power 314] (15 cooldown) =Heal= (Tool)] ash totem of stinging 'Blindgrinder' [power 206] (15 cooldown) =5Con=ash totem of stinging 'Blindgrinder' [power 206] (15 cooldown) =5Con= Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Dex +5 Con Changes resistances penetration: +10% acid Changes damage: +0%(-6%) acid +12% light +0%(-6%) blight Spell save: +0 (+0 eff.) (-18 (-9 eff.)) Spellpower on spell critical (stacks up to 3 times): +0 (-10) Spell crit. chance: +0% (-7%) Light radius: +2 See invisible: +6 Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) It can be used to sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Ashdimiis the Krog Mindslayer level 16
35th Haze 122nd year of Ascendancy at 08:31 see stats
By Ashdimiis the Krog Mindslayer level 23
10th Decay 122nd year of Ascendancy at 07:33 see stats
By Ashdimiis the Krog Mindslayer level 32
30th Regrowth 123rd year of Ascendancy at 20:01 see stats
By Ashdimiis the Krog Mindslayer level 21
4th Decay 122nd year of Ascendancy at 08:10 see stats
By Ashdimiis the Krog Mindslayer level 30
17th Regrowth 123rd year of Ascendancy at 19:05 see stats
By Ashdimiis the Krog Mindslayer level 10
16th Haze 122nd year of Ascendancy at 04:54 see stats
By Ashdimiis the Krog Mindslayer level 20
42nd Haze 122nd year of Ascendancy at 14:02 see stats
By Ashdimiis the Krog Mindslayer level 30
13rd Regrowth 123rd year of Ascendancy at 06:07 see stats
By Ashdimiis the Krog Mindslayer level 20
69th Haze 122nd year of Ascendancy at 03:29 see stats
By Ashdimiis the Krog Mindslayer level 34
39th Regrowth 123rd year of Ascendancy at 01:58 see stats
By Ashdimiis the Krog Mindslayer level 10
17th Haze 122nd year of Ascendancy at 06:46 see stats
By Ashdimiis the Krog Mindslayer level 21
2nd Decay 122nd year of Ascendancy at 23:12 see stats
By Ashdimiis the Krog Mindslayer level 21
4th Decay 122nd year of Ascendancy at 15:37 see stats
By Ashdimiis the Krog Mindslayer level 16
34th Haze 122nd year of Ascendancy at 22:29 see stats
By Ashdimiis the Krog Mindslayer level 35
44th Regrowth 123rd year of Ascendancy at 13:40 see stats
Log
Ashdimiis's Beyond the Flesh hits Dozing Gliwe for 63 physical, 25 physical, 8 fire, 17 physical, 0 fire, 0 blight, 8 fire, 17 physical, 0 fire (139 total damage).
Melee retaliation hits Ashdimiis for (2 to psi shield), (4 antimagic), 0 fire, (2 to psi shield), (4 antimagic), 0 fire (0 total damage).
Dozing Gliwe uses Block.
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Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Ashdimiis uses Implode.
Dozing Gliwe is being crushed.
Dozing Gliwe shrugs off the effect 'Immobilized'!
Ashdimiis hits Dozing Gliwe for (76 blocked), 0 physical (0 total damage).
Imploding (slow) from Ashdimiis hits Dozing Gliwe for (76 blocked), 0 physical (0 total damage).
Ashdimiis's Beyond the Flesh performs a melee critical strike against Dozing Gliwe!
Talent Mindlash is ready to use.
Ashdimiis's Beyond the Flesh hits Dozing Gliwe for (107 blocked), 0 physical, (42 blocked), 0 physical, (19 blocked), 0 fire, (17 blocked), 0 physical, (4 blocked), 0 fire, (9 blocked), 0 blight, (19 blocked), 0 fire, (17 blocked), 0 physical, (4 blocked), 0 fire (0 total damage).
Melee retaliation hits Ashdimiis for (2 to psi shield), (4 antimagic), 0 fire, (2 to psi shield), (4 antimagic), 0 fire (0 total damage).
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Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Ashdimiis uses Thermal Leech.
Ashdimiis's mind surges with critical power!
Dozing Gliwe resists the freezing!
Dozing Gliwe uses Wing Buffet.
Dozing Gliwe performs a melee critical strike against Ashdimiis!
Your resonance field crumbles under the damage!
The psychic field around Ashdimiis crumbles.
Ashdimiis is knocked back!
Ashdimiis hits Dozing Gliwe for (143 blocked), 0 cold (0 total damage).
Melee retaliation hits Dozing Gliwe for 0 blight, 0 cold, 0 blight, 0 cold (0 total damage).
Dozing Gliwe hits Ashdimiis for (38 to psi shield), (304 resonance), 629 physical (629 total damage).
Ashdimiis the level 35 krog mindslayer was hacked apart to death by Dozing Gliwe on level 9 of Dreadfell.