












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.7.0Donators/Buyers bonus! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. 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. Extended Auto-use 1.1.5Adds additional options to talent auto-use |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Marauder |
| Level / Exp | 16 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 16 on the 20th Wealth 122nd year of Ascendancy at 23:07 / 1 |
Primary Stats
| Strength | 26 (base 20) |
| Dexterity | 43 (base 41) |
| Constitution | 13 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 27 (base 23) |
Resources
| Life | -8/457 |
| Stamina | 6/168 |
| Healing Factor | 1.1283363011315 |
| Regeneration | 7.0521018820716 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 28.547474534137 |
| See Invisible | 28.547474534137 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 45 |
| Crit Chance | 21% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +13% |
| Fire | +15% |
| Physical | +11% |
| Mind | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 6 (38.594633868923%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 8 |
| Mental Save | 20 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Nature | + 15%( 70%) |
| Physical | + 17%( 70%) |
| Fire | + 49%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 95% |
| Confusion Resistance | 41% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Class Talents
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)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 Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. * 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. | 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 | undeterred pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Silence immunity: +22% Confusion immunity: +21% Stun/Freeze immunity: +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 9 power out of 7/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Flameward 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.) Damage when hit (Melee): 8 light Changes stats: +1 Dex Changes resistances: +3% fire / +11% physical Changes damage: +3% fire / +11% physical Light radius: +2 A pointy cloth hat, very wizardly... |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Life regen: +1.00 Stamina each turn: +0.50 Maximum stamina: +10.00 When used to modify unarmed attacks: Power: 99% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | elm totem of summon tentacle [power 95] (6/21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 99 Armor: 2 All Resist: 2 Activation puts all charms on cooldown for 21 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | SmolderwrackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Defense: +7 (+2 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes resistances: +36% fire Changes damage: +12% fire Maximum encumbrance: +20 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | grounding steel amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Mag Changes resistances: +12% lightning Stun/Freeze immunity: +22% Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets make your neck look great! |
| In main hand | iron longsword 'Dazzlelore' (102% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +20 light When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% temporal Changes damage: +3% light Sharp, long, and deadly. |
| Around waist | Mirewend the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% * 10% chance to reduce all saves and defense by 14 Damage when hit (Melee): 4 nature Changes stats: +2 Wil Changes resistances: +3% nature Changes damage: +9% mind Mental save: +6 (+3 eff.) Maximum life: +47.00 A belt that goes around your waist. |
| In off hand | hateful iron dagger of crippling (98% power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +6 darkness Damage against: +6% Living When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
| Cloak | Arcspire the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +5 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +1 Dex Changes resistances: +6% nature / +6% fire Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +10% Maximum life: +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 | linen robe 'Bokindil' (3 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +2 Defense: +3 (+1 eff.) Changes stats: +2 Str Changes resistances: +7% all Physical save: +15 (+7 eff.) Teleport immunity: +10% Life regen: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 131; 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 131 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 duelist (heal 126; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 126 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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. |
This item will automatically be transmogrified when you leave the level.movement infusion of the duelist (speed 529%; cd 8) 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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 529% 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 Dexterity 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 sneak (heal 162; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 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. |
This item will automatically be transmogrified when you leave the level.wild infusion of the psychic (res 19%; mental; dur 4; cd 12) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level.blink rune of the psychic (range 4; phase 18; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
steel amulet 'Grinorab'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +3% temporal / +16% mind / +6% light Mental save: +7 (+3 eff.) Confusion immunity: +39% Maximum hate: +4.00 Mindpower: +8 (+4 eff.) Amulets make your neck look great! |
NightraiderInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Wil Changes resistances: +3% lightning Changes resistances penetration: +5% darkness Mental save: +6 (+3 eff.) Rings make your fingers look great! |
copper ring 'Rootkin'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +11% mind / +9% nature Changes damage: +11% mind / +9% nature Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.balanced iron dagger (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+2 eff.) Disarm immunity: +21% Sharp, short and deadly. |
hateful iron dagger of massacre (110% power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 110% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +5% Living Sharp, short and deadly. |
iron dagger of crippling (102% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
steel dagger 'Xanyldana' (101% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 14 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +10 mind Damage (radius 1) on hit: +6 fire When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes damage: +3% mind Equilibrium when hit: +0.12 Sharp, short and deadly. |
iron mace 'Abyssvice' (120% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Dex / +4 Con Changes resistances: +6% fire Changes resistances penetration: +5% fire Mindpower: +10 (+5 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Stokebore (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Changes resistances: +3% blight / +9% fire / +9% temporal Changes resistances penetration: +5% cold Changes damage: +3% nature Talent granted: +1 Attune Mindstar Disease immunity: +10% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.mighty rough leather sling Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Slings are used to hurl stones or metal shots at your foes. |
Blindtaint the steel waraxe (109% power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +20 cold Damage (radius 1) on hit: +8 light When wielded/worn: Changes resistances penetration: +10% light Changes damage: +3% light One-handed war axes. |
Blood-Letter (140% power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Cyriravena the Suncrack (110% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 fire Damage (radius 1) on hit: +5 fire When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +5 Changes stats: +4 Str / +1 Dex / +1 Con Changes resistances penetration: +6% physical Changes damage: +6% physical One-handed war axes. |
Skullcleaver (120% power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Skymaster the iron waraxe (101% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +3% lightning Changes damage: +12% lightning Physical save: +6 (+3 eff.) Life regen: +2.00 One-handed war axes. |
acidic iron waraxe of massacre (117% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 One-handed war axes. |
arcing iron waraxe of erosion (101% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +7 nature One-handed war axes. |
iron waraxe 'Adunor' (111% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 111% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +20 acid When wielded/worn: Changes resistances: +6% acid / +3% fire Reduces incoming crit damage: 5.00% Life regen: +4.00 One-handed war axes. |
GlowsquallInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Mindpower: +28 (+14 eff.) Light radius: +1 A belt that goes around your waist. |
Khelyrab the BalancewarCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 14% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +9% nature Changes resistances penetration: +5% acid / +5% fire Changes damage: +3% acid Damage against: +17% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
insulating rough leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold Life regen: +0.80 Healing mod.: +10% A belt that goes around your waist. |
noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.rough leather belt 1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt 'Isiba'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Cun / +1 Con Critical mult.: +5.00% Physical save: +9 (+4 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Blazebreeze (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +1.0% Defense: +7 (+2 eff.) Changes resistances: +12% light Changes damage: +3% light / +9% physical Physical save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardoharalach (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +14% cold Changes damage: +9% arcane Disease immunity: +10% Cut immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen cloak (1 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen cloak of the voidstalker (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +11% darkness / +11% temporal Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tempestparry the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +3% fire / +7% all Changes resistances penetration: +20% mind Changes damage: +13% lightning Disease immunity: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of light (+15%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% light / +7% all Changes damage: +10% light Spell save: +17 (+14 eff.) Spellpower: +3 (+3 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Hellsmire (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag Changes resistances: +6% fire Critical mult.: +10.00% Life regen: +2.00 Stamina each turn: +2.00 Maximum stamina: +30.00 Healing mod.: +10% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.grounding pair of rough leather boots of tirelessness (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +5% temporal Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
miner's pair of rough leather boots of speed (0 def, 2 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Infravision radius: +1 Movement speed: +25% A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Armotolin (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% mind / +3% nature Changes resistances penetration: +5% physical Spell save: +9 (+9 eff.) Psi each turn: +0.11 Mindpower: +3 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
Phlegmscar (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% Effects on melee hit: * 10% chance to slow global speed by 39% Changes resistances: +6% lightning / +3% temporal / +3% blight / +7% cold / +9% fire Changes resistances penetration: +15% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sootviper (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex Changes resistances: +9% darkness / +1% physical Changes resistances penetration: +5% acid / +5% physical A cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Hemnir' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +1 Fatigue: +1% Critical mult.: +5.00% Physical save: +11 (+5 eff.) Stamina each turn: +1.00 Maximum stamina: +10.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather cap 'Rimerock' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Dex Changes resistances: +12% temporal Changes resistances penetration: +5% temporal Changes damage: +3% cold A cap made of leather. |
stabilizing linen wizard hat of the sentry (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Physical save: +5 (+2 eff.) Infravision radius: +4 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 33 cooldown : Effective talent level: 3.0 Power cost: 33 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 9% and attempts to push all creatures other than yourself out of its radius, inflicting 1.99 light damage and 1.76 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... |
This item will automatically be transmogrified when you leave the level.iron mail armour of lightning resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% lightning A suit of armour made of mail. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+5 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 21 power out of 50/50) : Effective talent level: 2.0 Power cost: 21 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.99 to 92.97 lightning damage (61.98 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
5 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. |
149 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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Daimudufang the Arcwell (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +1 Str Changes resistances: +3% lightning / +6% light Changes resistances penetration: +5% lightning Maximum life: +21.00 Maximum stamina: +16.00 Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Darkburst the iron pickaxe (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Damage when hit (Melee): 2 darkness Changes stats: +2 Str Changes resistances: +15% lightning / +3% cold Spell save: +3 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Velirin (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +1 Str / +1 Wil Changes resistances: +12% cold Changes resistances penetration: +10% physical Physical save: +3 (+1 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Cyroth' (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% blight / +10% nature / +3% light Changes damage: +6% nature Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.Brenumnir Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Damage when hit (Melee): 11 fire Changes stats: +1 Dex Changes resistances: +6% fire Only die when reaching: -80.00 life Maximum stamina: +10.00 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. |
LightningsorrowCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances penetration: +5% lightning Changes damage: +3% physical / +3% fire Critical mult.: +10.00% Maximum stamina: +30.00 Light radius: +6 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. |
SearmonsterCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +1 Str Changes resistances: +6% fire Changes damage: +15% fire Physical save: +3 (+1 eff.) Only die when reaching: -40.00 life Light radius: +6 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 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 'Muckwrest'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% nature / +6% cold Changes damage: +12% nature Maximum life: +44.00 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. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 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. |
This item will automatically be transmogrified when you leave the level.survivor's brass lantern of clarity Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +5 Healing mod.: +10% 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. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 17 power out of 25/25) : Effective talent level: 3.0 Power cost: 17 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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 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)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 166 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 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. |
focusing elm totem of stinging [power 116] (6/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
4 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By drider the Dwarf Marauder level 11
23rd Profit 122nd year of Ascendancy at 10:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By drider the Dwarf Marauder level 10
13rd Profit 122nd year of Ascendancy at 09:34 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By drider the Dwarf Marauder level 6
20th Voratun 122nd year of Ascendancy at 04:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By drider the Dwarf Marauder level 12
44th Profit 122nd year of Ascendancy at 14:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By drider the Dwarf Marauder level 11
33rd Profit 122nd year of Ascendancy at 19:09 see stats
Log
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Rune: Shatter Afflictions is still on cooldown for 5 turns.
Rune: Shatter Afflictions is still on cooldown for 5 turns.
Rune: Shatter Afflictions is still on cooldown for 5 turns.
Rune: Shatter Afflictions is still on cooldown for 5 turns.
T_ACTIVATE_OBJECT_5
Drider brandishes his Summertide Phial and banishes all shadows!
Shadow casts Blindside.
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Shadow for 0 nature, 0 light (0 total damage).
Shadow hits drider for 48 physical damage.
War hound misses drider.
Shadow casts Blindside.
Shadow casts Shadow Flames.
Shadow hits drider for 56 physical damage.
Melee retaliation hits Shadow for 4 nature, 18 light (22 total damage).
Shadow hits drider for 57 fire damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits drider for 48 fire damage.
Drider uses Throwing Knives.
LIFE LOST WARNING!
Shadow casts Shadow Flames.
Shadow hits drider for 57 fire damage.
drider the level 16 dwarf marauder was blazed to death by a shadow on level 2 of The Deep Bellow.





























































































