










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Items Vault 1.5.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Ashes of Urh'Rok 1.5.0Official Expansion!Embers of Rage 1.5.0Official Expansion!Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.4.9Quality 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. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Archer |
| Level / Exp | 19 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by sand-drake at level 19 on the 59th Haze 122nd year of Ascendancy at 13:20 / 1 |
Primary Stats
| Strength | 51 (base 37) |
| Dexterity | 57 (base 47) |
| Constitution | 13 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 21 (base 12) |
Resources
| Life | -83/452 |
| Stamina | 26/106 |
| Healing Factor | 1.6482265275708 |
| Regeneration | 88.658104918034 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 21.970039208598 |
| See Invisible | 33.970039208598 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 49 |
| Crit Chance | 5% |
| APR | 10 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +6% |
| Nature | +11% |
| Fire | +9% |
| Physical | +27% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Physical | +14% |
Defense: Base
| Armour (hardiness) | 29 (53.536585365854%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 5.669446550417 |
| Physical Save | 40 |
| Spell Save | 22 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 19%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Darkness | + 10%( 70%) |
| Light | + 10%( 70%) |
| Lightning | + 15%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 12%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Disarm Resistance | 31% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 81% |
Inscriptions (3/3)
| 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 250 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 486% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 1.43 nature damage per turn and decreasing all heals received by 13%. Insidious Poison |
| beneficial effect | A flow of life spins around the target, regenerating 50.04 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 23.72 physical damage per turn. Bleeding |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed snow giant kidney. * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Sunreek (0 def, 3 armour) (On feet)]Sunreek (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Damage when hit (Melee): 20(-) light Changes resistances: +15%(-) lightning Changes damage: +6%(-) light Life regen: +2.20 (-) Light radius: +3 (-) Healing mod.: +18% (-) A pair of boots made of leather. |
| Quiver | [vs. acidic quiver of yew arrows of accuracy (15/19, 140% power, 10 apr) (Quiver, 1 of 2)]acidic quiver of yew arrows of accuracy (15/19, 140% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +12 (-) Armour Penetration: +10 (-) Crit. chance: +2.0% (-) Capacity: 19 (-) On weapon crit: * splashes the target with acid Damage (Ranged): +17(-) acid Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
| Light source | [vs. survivor's brass lantern of health (Light source)]survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+3 eff.) (-) Maximum life: +42.00 (-) Light radius: +2 (-) 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. |
| On head | [vs. Poryta the Singeparry (0 def, 3 armour) (On head)]Poryta the Singeparry (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +7(-) Str / +6(-) Dex Changes resistances: +6%(-) nature Changes resistances penetration: +25%(-) fire Changes damage: +3%(-) mind / +9%(-) fire Spell save: +4 (+2 eff.) (-) Stamina when hit: +1.20 (-) Equilibrium when hit: +0.80 (-) Maximum life: +68.00 (-) Healing mod.: +18% (-) A cap made of leather. |
| Tool | [vs. Ce'Nalrada (dig speed 38 turns) (Tool)]Ce'Nalrada (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3(-) Str / +1(-) Wil / +1(-) Con Changes resistances: +11%(-) nature / +3%(-) mind Changes damage: +6%(-) nature Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. voratun ring 'Lisirelralle' (On fingers, 1 of 2)]voratun ring 'Lisirelralle' Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2(-) Str / +2(-) Mag / +6(-) Wil / +8(-) Cun Changes resistances: +3%(-) mind Mental save: +21 (+10 eff.) (-) Confusion immunity: +81% (-) Mindpower: +10 (+5 eff.) (-) See invisible: +12 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. voratun ring 'Lisirelralle' (On fingers, 1 of 2)]Isissra the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Changes stats: +1(-1) Str / +0(-2) Mag / +0(-6) Wil / +0(-8) Cun Changes resistances: +0%(-3%) mind Physical save: +15 (+5 eff.) Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Confusion immunity: +0% (-81%) Stun/Freeze immunity: +23% Life regen: +1.30 Stamina each turn: +0.40 Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) See invisible: +0 (-12) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. ash longbow 'Berobers' (In main hand, 1 of 2)]ash longbow 'Berobers' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +8 (-) When wielded/worn: Physical power: +11 (+3 eff.) (-) Changes stats: +3(-) Str / +3(-) Dex / +1(-) Wil Changes resistances penetration: +14%(-) physical Changes damage: +17%(-) physical Spellpower: +4 (+2 eff.) (-) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
| On hands | [vs. Flareweeper (0 def, 9 armour) (On hands)]Flareweeper (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 (-) Damage (Melee): 7(-) nature / 7(-) physical Changes stats: +2(-) Con Changes resistances: +7%(-) nature / +12%(-) fire Changes damage: +5%(-) nature / +5%(-) physical Physical save: +18 (+9 eff.) (-) Spell save: +6 (+4 eff.) (-) Mental save: +6 (+3 eff.) (-) Disarm immunity: +31% (-) Heals friendly targets nearby when you use a nature summon: +40 (-) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. prismatic rough leather armour of clarity (1 def, 2 armour) (Main armor)]prismatic rough leather armour of clarity (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +1 (+0 eff.) (-) Fatigue: +6% (-) Changes resistances: +11%(-) darkness / +5%(-) mind / +11%(-) light Mental save: +10 (+5 eff.) (-) A suit of armour made of leather. |
| Cloak | [vs. Wrap of Stone (0 def, 10 armour) (Cloak)]Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (-) Armour Hardiness: +15% (-) Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.10(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+4 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 70.17 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | [vs. warrior's steel amulet of willpower (+3) (Around neck)]warrior's steel amulet of willpower (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +5%(-) physical Stamina each turn: +0.20 (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the titan (heal 246 over 5 turns)] (on body)]regeneration infusion of the duelist (heal 253 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 253(+3) life over 5(-) turns. Its effects scale with your -Constitution, +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 ability. |
[vs. Infusion: Wild [wild infusion of the wizard (resist 22%; cure physical)] (on body)]wild infusion of the warrior (resist 17%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17%(-5%) for 5(-3) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your -Magic, +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Primal Infusion (affinity 11%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 11% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
[vs. warrior's steel amulet of willpower (+3) (Around neck)]Unlightpiercer the voratun amulet Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+4 eff.) Damage (Melee): 8 light / 7 darkness Effects when hit in melee: * 12% chance to inflict 15% damage reduction * 11% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +0(-3) Wil Changes resistances: +0%(-5%) physical Changes resistances cap: +4% all Changes damage: +11% light / +21% darkness Physical save: +11 (+4 eff.) Stamina each turn: +0.00 (-0.20) Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets can have magical properties. |
[vs. voratun ring 'Lisirelralle' (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-2) Str / +0(-2) Mag / +4(-2) Wil / +0(-8) Cun / +6 Con Changes resistances: +25% cold / +10% nature / +0%(-3%) mind Changes damage: +15% cold Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Confusion immunity: +0% (-81%) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) See invisible: +0 (-12) It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.22 cold and 14.25 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. voratun ring 'Lisirelralle' (On fingers, 1 of 2)]conjurer's steel ring of the mountain (+11%) Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +0(-2) Str / +5(+3) Mag / +4(-2) Wil / +0(-8) Cun Changes resistances: +0%(-3%) mind / +11% physical Changes damage: +11% physical Mental save: +0 (+0 eff.) (-21 (-10 eff.)) Confusion immunity: +0% (-81%) Spellpower: +6 (+3 eff.) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) See invisible: +0 (-12) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. ash longbow 'Berobers' (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. steel greatmaul (135% power, 2 apr) Requires: - Strength 16 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 135% (+70%) Range: 1.5x (+0.4x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% (-25%) Firing range: +0 (-8) When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Changes stats: +0(-3) Str / +0(-3) Dex / +0(-1) Wil Changes resistances penetration: +0%(-14%) physical Changes damage: +0%(-17%) physical Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. ash longbow 'Berobers' (In main hand, 1 of 2)]Arudehad the Carrionstreak Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +7 (-1) On weapon hit: * 20% chance to blind (+20%) Damage (Ranged): +9 acid Burst (radius 2) on crit: +2 nature When wielded/worn: Physical power: +0 (+0 eff.) (-11 (-3 eff.)) Changes stats: +0(-3) Str / +0(-3) Dex / +0(-1) Wil / +3 Con Changes resistances penetration: +9% temporal / +8%(-6%) physical Changes damage: +14% acid / +14% temporal / +3% nature / +17%(-) physical Talent mastery: +0.15 Wild-gift / Fungus Talent cooldown: Arrow Stitching (-1 turn) Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) It can be used to regenerate 74 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. ash longbow 'Berobers' (In main hand, 1 of 2)]mighty yew longbow of power Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-) Firing range: +8 (-) When wielded/worn: Physical power: +9 (+2 eff.) (-2 (-1 eff.)) Changes stats: +2(-1) Str / +0(-3) Dex / +0(-1) Wil Changes resistances penetration: +15%(+1%) physical Changes damage: +12%(-5%) physical Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. acidic quiver of yew arrows of accuracy (15/19, 140% power, 10 apr) (Quiver, 1 of 2)]quiver of elm arrows 'Strikewisp' (17/17, 110% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% (-29%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-12) Armour Penetration: +5 (-5) Crit. chance: +1.0% (-1.0%) Capacity: 17 (-2) Turns elapse between self-loadings: 6 On weapon hit: * 17% chance to cause random gloom (+17%) On weapon crit: - splashes the target with acid Damage (Ranged): +28 lightning / +9 mind / +0(-17) acid Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +12 lightning Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. acidic quiver of yew arrows of accuracy (15/19, 140% power, 10 apr) (Quiver, 1 of 2)]quiver of yew arrows 'Flameblack' (18/18, 141% power, 11 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 141% (+1%) Range: 1.4x (+0.0x) Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-12) Armour Penetration: +11 (+1) Crit. chance: +2.0% (-) Capacity: 18 (-1) On weapon crit: - splashes the target with acid + wounds the target for 7 turns: 18 bleeding, 63% reduced healing Travel speed: +200% Damage (Ranged): +0(-17) acid / +4 physical / +12 bleed / +12 fire Burst (radius 1) on hit: +4 physical / +8 fire Burst (radius 2) on crit: +4 physical Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. acidic quiver of yew arrows of accuracy (15/19, 140% power, 10 apr) (Quiver, 1 of 2)]This item will automatically be transmogrified when you leave the level. slimey quiver of yew arrows of crippling (19/19, 138% power, 10 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 138% (-2%) Range: 1.4x (+0.0x) Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +0 (-12) Armour Penetration: +10 (-) Crit. chance: +10.0% (+8.0%) Capacity: 19 (-) On weapon hit: * Slows global speed by 18% (+18%) On weapon crit: - splashes the target with acid + cripple the target Damage (Ranged): +0(-17) acid Arrows are used with bows to pierce your foes to death. Tap to cycle through comparison choices |
[vs. prismatic rough leather armour of clarity (1 def, 2 armour) (Main armor)]Polerin (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-6%) Changes resistances: +3% acid / +3% temporal / +3%(-8%) light / +31% fire / +12%(+7%) mind / +14%(+3%) darkness Changes damage: +21% fire Physical save: +11 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+10 eff.) (+12 (+5 eff.)) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. prismatic rough leather armour of clarity (1 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. woollen robe of lightning (+21%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-6%) Changes resistances: +21% lightning / +0%(-11%) darkness / +0%(-5%) mind / +0%(-11%) light Changes damage: +14% lightning Mental save: +0 (+0 eff.) (-10 (-5 eff.)) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. prismatic rough leather armour of clarity (1 def, 2 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. impenetrable steel plate armour (4 def, 16 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 (+14) Defense: +4 (+2 eff.) (+3 (+2 eff.)) Fatigue: +22% (+16%) Changes resistances: +0%(-11%) darkness / +0%(-5%) mind / +0%(-11%) light Mental save: +0 (+0 eff.) (-10 (-5 eff.)) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)]This item will automatically be transmogrified when you leave the level. Bleaklord Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Changes resistances penetration: +15% darkness / +20% fire Changes damage: +24% darkness / +9% fire Maximum life: +33.00 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Wrap of Stone (0 def, 10 armour) (Cloak)]Ivisethra the linen cloak (1 def, 4 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 (-6) Armour Hardiness: +0% (-15%) Defense: +1 (+1 eff.) Changes resistances: +0%(-5%) physical Changes damage: +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Physical save: +12 (+4 eff.) Life regen: +0.40 Maximum life: +30.00 Maximum stamina: +10.00 Spellpower: +0 (+0 eff.) (-6 (-4 eff.)) Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Wrap of Stone (0 def, 10 armour) (Cloak)]linen cloak 'Eilinidheda' (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-10) Armour Hardiness: +0% (-15%) Defense: +1 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +1 Dex / +5 Mag / +2 Cun Changes resistances: +0%(-5%) physical Changes resistances penetration: +10% acid Changes damage: +6% arcane / +0%(-5%) physical Talent masteries: +0.00(-0.20) Chronomancy / Gravity +0.00(-0.10) Spell / Stone +0.00(-0.10) Chronomancy / Matter +0.00(-0.20) Spell / Earth Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +0 (+0 eff.) (-6 (-4 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Sunreek (0 def, 3 armour) (On feet)]blood-soaked pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +1 (-2) Fatigue: +1% (-2%) Damage when hit (Melee): 0(-20) light Changes resistances: +0%(-15%) lightning Changes damage: +0%(-6%) light Life regen: +0.00 (-2.20) Light radius: +0 (-3) Healing mod.: +0% (-18%) A pair of boots made of leather. |
[vs. Sunreek (0 def, 3 armour) (On feet)]pair of rough leather boots 'Galebearer' (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-2%) Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 0(-20) light Changes resistances: +0%(-15%) lightning / +12% temporal Changes damage: +0%(-6%) light Silence immunity: +22% Confusion immunity: +20% Stun/Freeze immunity: +24% Life regen: +0.00 (-2.20) Light radius: +0 (-3) Healing mod.: +0% (-18%) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
[vs. Sunreek (0 def, 3 armour) (On feet)]pair of rough leather boots 'Hurerig' (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: +1% (-2%) Damage when hit (Melee): 0(-20) light Changes stats: +6 Str / +1 Mag / +2 Cun / +2 Con Changes resistances: +6%(-9%) lightning / +6% temporal Changes damage: +0%(-6%) light Life regen: +0.00 (-2.20) Light radius: +0 (-3) See invisible: +3 Healing mod.: +0% (-18%) A pair of boots made of leather. |
[vs. Flareweeper (0 def, 9 armour) (On hands)]This item will automatically be transmogrified when you leave the level. restful hardened leather gloves of dexterity (+2) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +16 (+6 eff.) Armour: +2 (-7) Damage (Melee): 0(-7) nature / 0(-7) physical Changes stats: +2 Dex / +0(-2) Con Changes resistances: +0%(-7%) nature / +0%(-12%) fire Changes damage: +0%(-5%) nature / +0%(-5%) physical Physical save: +0 (+0 eff.) (-18 (-9 eff.)) Spell save: +0 (+0 eff.) (-6 (-4 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +0% (-31%) Life regen: +1.60 Stamina each turn: +0.60 Maximum stamina: +13.00 Heals friendly targets nearby when you use a nature summon: +0 (-40) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Flareweeper (0 def, 9 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Malasandil (0 def, 16 armour) Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +16 (+7) Damage (Melee): 0(-7) nature / 8(1) physical Changes stats: +0(-2) Con Changes resistances: +0%(-7%) nature / +0%(-12%) fire Changes damage: +0%(-5%) nature / +7%(+2%) physical Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) (-18 (-9 eff.)) Spell save: +9 (+5 eff.) (+3 (+1 eff.)) Mental save: +30 (+12 eff.) (+24 (+9 eff.)) Disarm immunity: +0% (-31%) Stun/Freeze immunity: +10% Heals friendly targets nearby when you use a nature summon: +0 (-40) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Poryta the Singeparry (0 def, 3 armour) (On head)]This item will automatically be transmogrified when you leave the level. hardened leather cap (0 def, 3 armour) 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 (-) Fatigue: +3% (-) Changes stats: +0(-7) Str / +0(-6) Dex Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-25%) fire Changes damage: +0%(-3%) mind / +0%(-9%) fire Spell save: +0 (+0 eff.) (-4 (-2 eff.)) Stamina when hit: +0.00 (-1.20) Equilibrium when hit: +0.00 (-0.80) Maximum life: +0.00 (-68.00) Healing mod.: +0% (-18%) A cap made of leather. |
[vs. Poryta the Singeparry (0 def, 3 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 (+3) Fatigue: +8% (+5%) Changes stats: +5(-2) Str / +0(-6) Dex / +4 Wil / +5 Con Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-25%) fire Changes damage: +10% physical / +0%(-3%) mind / +0%(-9%) fire Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) (+8 (+4 eff.)) Mental save: +12 (+5 eff.) Stamina when hit: +0.00 (-1.20) Equilibrium when hit: +0.00 (-0.80) Maximum life: +0.00 (-68.00) Healing mod.: +0% (-18%) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
[vs. Poryta the Singeparry (0 def, 3 armour) (On head)]dwarven-steel helm 'Hettothad' (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (+1) Fatigue: +4% (+1%) Changes stats: +6(-1) Str / +5(-1) Dex / +2 Wil Changes resistances: +0%(-6%) nature Changes resistances penetration: +0%(-25%) fire Changes damage: +0%(-9%) fire / +6% arcane / +0%(-3%) mind Spell save: +20 (+10 eff.) (+16 (+8 eff.)) Stamina when hit: +0.00 (-1.20) Equilibrium when hit: +0.00 (-0.80) Maximum life: +0.00 (-68.00) Maximum mana: +80.00 Spellpower: +18 (+9 eff.) Healing mod.: +0% (-18%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 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. |
8 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. |
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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
[vs. acidic quiver of yew arrows of accuracy (15/19, 140% power, 10 apr) (Quiver, 1 of 2)]189 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Accuracy: +0 (-12) Armour Penetration: +0 (-10) Crit. chance: +0.0% (-2.0%) Capacity: 0 (-19) On weapon crit: - splashes the target with acid Damage (Ranged): +0(-17) acid When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. Tap to cycle through comparison choices |
[vs. survivor's brass lantern of health (Light source)]Breezewreath Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 nature Changes stats: +5 Str / +3 Dex / +3 Cun Physical save: +6 (+3 eff.) (-) Maximum life: +0.00 (-42.00) Light radius: +2 (-) Healing mod.: +12% (+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. |
[vs. survivor's brass lantern of health (Light source)]alchemist's lamp 'Eloba' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +9% darkness Changes damage: +11% mind Reduces incoming crit damage: 15.00% Physical save: +12 (+5 eff.) (+6 (+2 eff.)) Disarm immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +10% Maximum life: +0.00 (-42.00) Light radius: +3 (+1) Healing mod.: +0% (-10%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Ce'Nalrada (dig speed 38 turns) (Tool)]Relgugohell the Infernoblow (dig speed 39 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 fire Changes stats: +2(-1) Str / +0(-1) Wil / +0(-1) Con Changes resistances: +0%(-3%) mind / +5% arcane / +0%(-11%) nature Changes damage: +24% fire / +6% arcane / +0%(-6%) nature Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Ce'Nalrada (dig speed 38 turns) (Tool)]This item will automatically be transmogrified when you leave the level. Stokeshine (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +2(-1) Str / +0(-1) Wil / +0(-1) Con Changes resistances: +6% lightning / +7% darkness / +0%(-3%) mind / +6% fire / +5% arcane / +12%(+1%) nature Changes damage: +0%(-6%) nature / +6% fire Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Ce'Nalrada (dig speed 38 turns) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +0(-3) Str / +0(-1) Wil / +0(-1) Con / +5 Lck Changes resistances: +0%(-11%) nature / +0%(-3%) mind Changes damage: +0%(-6%) nature Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Trap disarming bonus: +5 When carried: Talent granted: +0(+-1) Dig 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Ce'Nalrada (dig speed 38 turns) (Tool)]This item will automatically be transmogrified when you leave the level. natural ash totem of cure ailments [power 2] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +0(-3) Str / +0(-1) Wil / +0(-1) Con Changes resistances: +0%(-11%) nature / +0%(-3%) mind Changes damage: +0%(-6%) nature Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
[vs. Ce'Nalrada (dig speed 38 turns) (Tool)]Isitha the Murkravager [power 125] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 20 nature Changes stats: +0(-3) Str / +0(-1) Wil / +0(-1) Con Changes resistances: +6%(-5%) nature / +0%(-3%) mind Maximum wards: +2 acid / +2 nature / +3 light Changes resistances penetration: +10% nature Changes damage: +0%(-6%) nature / +6% fire Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Talent granted: +1 Ward When carried: Talent granted: +0(+-1) Dig It can be used to heal a target within range 7 (based on Willpower) for 125, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nafenyryru the Shalore Archer level 8
1st Flare 122nd year of Ascendancy at 05:40 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nafenyryru the Shalore Archer level 10
10th Flare 122nd year of Ascendancy at 11:32 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nafenyryru the Shalore Archer level 17
45th Dusk 122nd year of Ascendancy at 14:52 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nafenyryru the Shalore Archer level 8
6th Flare 122nd year of Ascendancy at 14:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nafenyryru the Shalore Archer level 12
7th Dusk 122nd year of Ascendancy at 20:06 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nafenyryru the Shalore Archer level 15
34th Dusk 122nd year of Ascendancy at 03:42 see stats
Log
Insidious Poison from Ce'Nuba the sandworm hits Nafenyryru for 0 nature damage.
Bleeding from Ce'Nuba the sandworm hits Nafenyryru for 24 physical damage.
Nafenyryru rushes out!
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
The unstable sand tunnel collapses!
Unstable sand tunnel hits Nafenyryru for 57 physical damage.
Beleridarin the gigantic sandworm tunneler uses Psyshot.
Bleeding from Nafenyryru hits Ce'Nuba the sandworm for 13 physical damage.
Insidious Poison from Ce'Nuba the sandworm hits Nafenyryru for 0 nature damage.
Bleeding from Ce'Nuba the sandworm hits Nafenyryru for 24 physical damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Bleeding from Nafenyryru hits Ce'Nuba the sandworm for 13 physical damage.
Nafenyryru uses Infusion: Regeneration.
Nafenyryru starts regenerating health quickly.
Talent Shadow Shot is ready to use.
Talent Steady Shot is ready to use.
Talent Called Shots is ready to use.
Insidious Poison from Ce'Nuba the sandworm hits Nafenyryru for 0 nature damage.
Bleeding from Ce'Nuba the sandworm hits Nafenyryru for 24 physical damage.
The unstable sand tunnel collapses!
You are crushed by the collapsing tunnel! You suffocate!
Unstable sand tunnel hits Nafenyryru for 51 physical damage.
Sand-drake breathes sand!
Nafenyryru reacts to damage from Sand-drake, mitigating the blow!.
Saving game...






























































































