











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Ashes of Urh'Rok 1.5.0Official 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:
Class Start Priority 1.4.9Edits class birth descriptions to ignore the lore-based race checks when assigning the starting zone. Any race that is not flagged with a no-start-override (i.e. all standard races aside from undead) will now be able to begin in class-based starting areas, such as those for Archmages and Chronomancers. Notably, this should allow most addon races to access these starting areas. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Harbinger 1.5.5 Convenient Digging 1.5.5 Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Embers of Rage 1.5.0Official 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:
Select your Escorts 1.5.0Allows 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. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Spell Merchants 1.0.1 Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Prodigy Tweaks 1.5.5 Odyssey of The Summoner 1.5.5This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Revamped Alchemist 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Bunnymorph |
| Class | Bard |
| Level / Exp | 23 / 15% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 53 (base 48) |
| Dexterity | 70 (base 48) |
| Constitution | 86.850027696494 (base 48) |
| Magic | 69 (base 48) |
| Willpower | 70 (base 48) |
| Cunning | 60 (base 48) |
Resources
| Mana | 925/925 |
| Vim | 429/429 |
| Life | 5431/5431 |
| Melody | 221/221 |
| Stamina | 646/646 |
| Steam | 125/125 |
| Healing Factor | 1.8860578185054 |
| Regeneration | 83.458058468862 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +206% |
| Spell | +200% |
| Global | +210% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 98.243619901011 |
| See Invisible | 115.24361990101 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 209 |
| Accuracy | 73 |
| Crit Chance | 41% |
| APR | 100 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 69% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 42.9 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 31% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +57% |
| Blight | +77% |
| Arcane | +60% |
| Mind | +44% |
| Physical | +44% |
| Lightning | +82% |
| Light | +44% |
| Temporal | +44% |
| Cold | +44% |
| Darkness | +44% |
| Fire | +44% |
| Nature | +44% |
Offense: Damage Penetration
| Acid | +44% |
| Blight | +59% |
| Arcane | +44% |
| Mind | +44% |
| Physical | +52% |
| Lightning | +56% |
| Light | +44% |
| Temporal | +44% |
| Cold | +44% |
| Darkness | +44% |
| Fire | +44% |
| Nature | +44% |
Defense: Base
| Armour (hardiness) | 161.42731336457 (100%) |
| Defense | 83 |
| Ranged Defense | 83 |
| Fatigue | 0 |
| Physical Save | 114 |
| Spell Save | 120 |
| Mental Save | 115 |
Defense: Resistances
| Acid | + 88%(100%) |
| Blight | + 77%(100%) |
| Arcane | + 80%(100%) |
| Mind | + 77%(100%) |
| All | + 59%(100%) |
| Physical | + 77%(100%) |
| Lightning | + 88%(100%) |
| Light | + 82%(100%) |
| Temporal | + 82%(100%) |
| Cold | + 80%(100%) |
| Darkness | + 92%(100%) |
| Fire | + 80%(100%) |
| Nature | + 77%(100%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Bleed Resistance | 88% |
| Confusion Resistance | 25% |
| Fear Resistance | 55% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.8 steam per turn. Can be activated for an instant burst of 69 steam. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Electric | 4.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Corruption / Blight | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Pyre | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Trauma | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Cantrips | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Tunecrafting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Tuneslinger | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Bardic combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Dashing swordsman | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Archery - slings | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Plague | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Performer / Wanderer | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Songs | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.10 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Race / Bunnymorph | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Staff combat | 7.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood spear | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood magic | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Performer / Bard | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
| talent | Blood Spear |
| talent | Streetwise |
| talent | Song of Direction |
| beneficial effect | Increases defense by 22. Mobile Defense |
| beneficial effect | The target's spellpower has been increased by 28. Spellsurge |
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 lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You abandoned lost warrior to death. Escort: weary adventurer (level 1 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 67. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Equipment
| On feet | Hettehad the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +5 Lck / +3 Dex Changes resistances: +6% fire / +8% cold Changes resistances penetration: +8% physical Changes damage: +12% blight Stealth bonus: +6 Spellpower on spell critical (stacks up to 3 times): +4 A pair of boots made of leather. |
| Quiver | bursting pouch of iron shots of accuracy (17/17, 15-18 power, 1 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.0 - 18.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 17 Damage (Ranged): +8 sound Burst (radius 2) on crit: +6 sound Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Hathylatar'Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +1 Mag / +5 Wil Grants telepathy: Humanoid/Orc Critical mult.: +13.00% Maximum life: +91.00 Light radius: +3 Infravision radius: +1 See invisible: +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Islethra' (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +6 Str / +6 Dex / +9 Mag / +9 Wil / +4 Con Changes damage: +21% blight / +16% arcane Spell crit. chance: +4% Infravision radius: +1 See invisible: +6 A hat made of leather. Very stylish. |
| On fingers | Shimmerviper the gold ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +26% lightning / +26% acid Changes damage: +13% lightning / +13% acid Blindness immunity: +25% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +4 See stealth: +11 See invisible: +10 Rings can have magical properties. |
| On fingers | MardogarPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Physical power: +8 (+1 eff.) Defense: +8 (+2 eff.) Changes stats: +7 Mag / +5 Wil Changes resistances penetration: +15% blight Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +14 (+3 eff.) Mindpower: +7 (+2 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings can have magical properties. |
| Around waist | rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
| In main hand | yew starstaff 'Voruba' (25-30 power, 6 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +2 Changes stats: +2 Str / +3 Mag / +3 Cun / +4 Con Changes resistances penetration: +12% lightning Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +22.00% Vim when firing critical spell: +4.00 Maximum vim: +31.00 Maximum neg.energy: +27.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves of dexterity (+3) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +2 Changes stats: +3 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Pitchobsidian (6 def, 7 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Dex / +4 Cun / +2 Con Changes resistances: +13% light / +18% darkness / +6% arcane Critical mult.: +3.00% Spell save: +14 (+2 eff.) Only die when reaching: -20.00 life A suit of armour made of leather. |
| Cloak | Phlegmbait the cashmere cloak (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 blight Changes stats: +3 Mag / +3 Wil Changes resistances: +18% darkness / +13% temporal Spell save: +15 (+2 eff.) Mental save: +8 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +63.00 Defense after a teleport: +15 Resist all after a teleport: +11% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
This item will automatically be transmogrified when you leave the level.sneakthief's gold ring of power Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Changes stats: +8 Cun / +6 Dex Spellpower: +5 (+1 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence This is a bardic weapon. When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. This is a bardic weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% This is a bardic weapon. When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel dagger of paradox (17.5-22.75 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +8 temporal This is a bardic weapon. When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +5% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel dagger (16.5-21.45 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.5 - 21.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +6 (+1 eff.) Disarm immunity: +26% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel dagger of massacre (28-36.4 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 28.0 - 36.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +9 cold This is a bardic weapon. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel dagger of phasing (14.5-18.85 power, 13 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +22% Burst (radius 1) on hit: +9 fire This is a bardic weapon. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel dagger (17-22.1 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% This is a bardic weapon. When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +6% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.sonic dwarven-steel greatsword of massacre (40-64 power, 12 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 sound When wielded/worn: Changes resistances: +7% sound Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.gifted thorny mindstar (9.5-10.45 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +3% 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.Urigafang the dwarven-steel rapier (21.5-30.1 power, 5 apr) Requires: - Cunning 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 3 Base power: 21.5 - 30.1 Uses stats: 60% Cun, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +26 insidious poison This is a bardic weapon. When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +3 Wil Changes resistances: +4% all Changes resistances penetration: +10% nature Critical mult.: +10.00% Disarm immunity: +26% Mental crit. chance: +3% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
rough leather sling of lightningRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 lightning When wielded/worn: Changes damage: +9% lightning Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 23 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash vilestaff of dawn (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +15% acid Talent granted: +1 Command Staff Maximum pos.energy: +21.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.short yew magestaff (20-24 power, 4 apr, fire element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of illumination (20-24 power, 4 apr, physical element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +20% physical Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.2 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 199.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamgun 'Ivibeth' Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Attack speed: 100% Firing range: +8 On weapon crit: * wounds the target for 7 turns: 19 bleeding, 66% reduced healing Travel speed: +600% Damage (Melee): +9 light / +8 sound Damage against: +11% Undead Attacks use: 2.0 Steam When wielded/worn: Physical crit. chance: +12.0% Physical power: +8 (+1 eff.) Changes stats: +2 Dex Changes resistances: +8% sound Physical save: +6 (+1 eff.) Life regen: +0.40 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamsaw (19.5-29.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +45 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.dwarven-steel steamsaw of phasing (23-34.5 power, 21 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.0 - 34.5 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +3.0% Attack speed: 100% Block value: +50 Damage Shield penetration (this weapon only): +13% Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.insidious dwarven-steel steamsaw (23.5-35.25 power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 23.5 - 35.3 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Damage (Melee): +10 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level.cashmere robe of sound (+22%) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% sound Changes damage: +15% sound A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.humming cashmere robe of light (+15%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% light Changes damage: +10% light Melody each turn: +0.19 Maximum melody: +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.miner's pair of dwarven-steel boots of tirelessness (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Stamina each turn: +0.50 Maximum stamina: +12.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Stamina each turn: +0.30 Maximum stamina: +18.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets 'Bethitta' (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Damage (Melee): 15 temporal Damage (Ranged): 19 temporal Changes stats: +4 Str / +2 Wil Changes resistances: +17% temporal Changes damage: +6% temporal Spell save: +20 (+3 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +2 (+0 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +2 Changes stats: +3 Str Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.restful hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +2 Changes stats: +3 Str Life regen: +1.60 Stamina each turn: +0.90 Maximum stamina: +15.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Crackleslice the hardened leather cap (5 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 16 lightning Changes resistances: +4% all Changes resistances penetration: +20% lightning Physical save: +7 (+1 eff.) Stamina when hit: +1.30 Equilibrium when hit: +1.70 Infravision radius: +2 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.mindwoven cashmere wizard hat of the sentry (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Psi each turn: +0.15 Mindpower: +3 (+1 eff.) Mental crit. chance: +3% Infravision radius: +5 See stealth: +11 See invisible: +5 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 79%, and attempts to push all creatures other than yourself out of its radius, inflicting 22.78 light damage and 22.78 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... |
rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of cold resistance (2 def, 12 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +14% Changes resistances: +16% cold A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +5% physical Physical save: +16 (+3 eff.) Life regen: +2.00 Stamina each turn: +1.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Coalwinter (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 darkness Changes resistances: +25% lightning / +10% physical / +9% fire / +5% cold / +11% acid Changes damage: +9% blight Mana each turn: +0.16 Maximum life: +29.00 Maximum vim: +10.00 Mindpower: +8 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.cured leather armour of spell shielding (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +6% arcane Spell save: +15 (+2 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +18% cold A suit of armour made of leather. |
rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.arcing quiver of yew arrows (20/20, 30-42 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +14 lightning Arrows are used with bows to pierce your foes to death. |
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. |
5 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. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Halildil (dig speed 12 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Changes stats: +5 Str Changes resistances: +12% nature / +5% arcane Changes damage: +7% nature Critical mult.: +13.00% Confusion immunity: +15% Knockback immunity: +5% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
mule's elm harp of blinding strikes (5.5 melee - 6 ranged sound damage) mule's elm harp of blinding strikes (5.5 melee - 6 ranged sound damage)Requires: - Cunning 11 Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 1 When wielded/worn: Fatigue: -6% Effects on melee hit: * 12% chance to blind Damage (Melee): 6 sound / 24 light Effects on ranged hit: * 12% chance to blind Damage (Ranged): 6 sound / 26 light Talent granted: +1 Pluck Strings Maximum encumbrance: +26 Mental save: +2 (+0 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A small string instrument. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Thunderdash (41.5-58.1 power, 4 apr, physical damage) Thunderdash (41.5-58.1 power, 4 apr, physical damage)Requires: - Willpower 24 - Cunning 35 Infused by nature 5.00 Encumbrance. [Random Unique] Type: instrument / lute ; tier 4 It must be held with both hands. Base power: 41.5 - 58.1 Uses stats: 20% Wil, 80% Cun Damage type: Physical Mastery: Instrument Mastery Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 2) on crit: +4 arcane This instrument will act as a bashing device. When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +7% blight Changes damage: +3% nature / +7% acid Talent granted: +7 Pluck Strings Disease immunity: +22% Life regen: +2.00 Equilibrium when hit: +1.26 Maximum life: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +8% A large string instrument. Blunt, long and deadly. |
blooming ash lute of free songs (19.5-27.3 power, 2 apr, sound damage) blooming ash lute of free songs (19.5-27.3 power, 2 apr, sound damage)Requires: - Willpower 11 - Cunning 16 Infused by nature Infused by psionic forces 5.00 Encumbrance. Type: instrument / lute ; tier 2 It must be held with both hands. Base power: 19.5 - 27.3 Uses stats: 20% Wil, 80% Cun Damage type: Sound Mastery: Instrument Mastery Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Talents granted: +2 Song of the Free +3 Pluck Strings Mindpower: +6 (+2 eff.) Mental crit. chance: +4% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +17 A large string instrument. Blunt, long and deadly. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
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. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 101 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Deepshunter (31.5-44.1 power, 2 apr) Deepshunter (31.5-44.1 power, 2 apr)Requires: - Strength 24 - Cunning 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: instrument / singsword ; tier 3 It must be held with both hands. Base power: 31.5 - 44.1 Uses stats: 90% Str, 25% Cun Damage type: Physical Armour Penetration: +2 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to put talents on cooldown Damage (Melee): +10 sound This is a bardic weapon. When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +6 Changes stats: +4 Cun / +4 Wil Changes resistances: +3% darkness / +9% acid Changes resistances penetration: +9% physical Changes damage: +9% mind / +10% sound Spell save: +6 (+1 eff.) Mindpower: +11 (+3 eff.) Mental crit. chance: +9% Maximum melody: +21.00 A two-handed sword that converts voice into sound. |
steel singing sword (20.5-28.7 power, 2 apr) steel singing sword (20.5-28.7 power, 2 apr)Requires: - Cunning 11 - Strength 16 3.00 Encumbrance. Type: instrument / singsword ; tier 2 It must be held with both hands. Base power: 20.5 - 28.7 Uses stats: 25% Cun, 90% Str Damage type: Physical Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 sound This is a bardic weapon. When wielded/worn: Mindpower: +3 (+1 eff.) A two-handed sword that converts voice into sound. |
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. |
5 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. |
4 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By floppie the Bunnymorph Bard level 21
26th Dusk 122nd year of Ascendancy at 08:06 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By floppie the Bunnymorph Bard level 10
10th Dusk 122nd year of Ascendancy at 14:36 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By floppie the Bunnymorph Bard level 19
14th Dusk 122nd year of Ascendancy at 11:15 see stats
Fast Curse Dispel (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By floppie the Bunnymorph Bard level 21
26th Dusk 122nd year of Ascendancy at 08:06 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By floppie the Bunnymorph Bard level 17
11st Dusk 122nd year of Ascendancy at 05:21 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By floppie the Bunnymorph Bard level 10
10th Dusk 122nd year of Ascendancy at 14:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By floppie the Bunnymorph Bard level 20
14th Dusk 122nd year of Ascendancy at 11:18 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By floppie the Bunnymorph Bard level 21
29th Dusk 122nd year of Ascendancy at 08:51 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By floppie the Bunnymorph Bard level 9
10th Dusk 122nd year of Ascendancy at 13:20 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By floppie the Bunnymorph Bard level 17
11st Dusk 122nd year of Ascendancy at 05:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By floppie the Bunnymorph Bard level 6
7th Dusk 122nd year of Ascendancy at 22:03 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By floppie the Bunnymorph Bard level 8
10th Dusk 122nd year of Ascendancy at 03:14 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By floppie the Bunnymorph Bard level 21
29th Dusk 122nd year of Ascendancy at 09:08 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By floppie the Bunnymorph Bard level 6
5th Dusk 122nd year of Ascendancy at 23:57 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By floppie the Bunnymorph Bard level 4
75th Pyre 122nd year of Ascendancy at 19:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By floppie the Bunnymorph Bard level 2
74th Pyre 122nd year of Ascendancy at 14:23 see stats
Log
floppie HEALS from fire damage!
Isymira the skeleton magus's Channel Staff hits floppie for 18 fire, 7 healing (18 total damage) [7 healing].
Isymira the skeleton magus slows down.
Isymira the skeleton magus's is surrounded with an all-consuming flame!
Isymira the skeleton magus is afflicted by a rotting disease!
floppie receives 70 healing from Blood Spear.
floppie hits Isymira the skeleton magus for 308 physical, 232 fire, 16 mind (557 total damage).
Isymira the skeleton magus is being drained!.
Isymira the skeleton magus is afflicted by a weakness disease!
floppie receives 152 healing from Blood Spear.
floppie hits Isymira the skeleton magus for 324 physical, 317 blight, 16 mind (657 total damage).
floppie performs a melee critical strike against Isymira the skeleton magus!
You collect a new ingredient: skeleton mage skull (1).
floppie receives 169 healing from Blood Spear.
floppie hits Isymira the skeleton magus for 644 physical damage.
floppie killed Isymira the skeleton magus!
Floppie picks up (q.): dwarven-steel steamgun 'Ivibeth'.
Floppie picks up (v.): cashmere robe of sound (+22%) (2 def, 0 armour).
Floppie picks up (p.): short yew magestaff (20-24 power, 4 apr, fire element).
Siluyata the skeleton warrior casts Rune: Manasurge.
Siluyata the skeleton warrior starts to surge mana.
Floppie deactivates Blood Spear.
Floppie deactivates Song of Direction.
Floppie is no longer surging arcane power.
Floppie deactivates Streetwise.



































































































































