Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.3Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.3Donators/Buyers bonus! ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Escorts Enhanced CN 1.5.10Escorts Enhanced |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 27 / 86% |
Size | medium |
Lifes / Deaths | Killed by Nerumith the ghast at level 27 on the 56th Haze 122nd year of Ascendancy at 17:45 / 2Killed by Eletha the warg at level 27 on the 56th Haze 122nd year of Ascendancy at 18:21 |
Primary Stats
Strength | 39 (base 22) |
Dexterity | 50 (base 50) |
Constitution | 51 (base 19) |
Magic | 16 (base 10) |
Willpower | 17 (base 10) |
Cunning | 47 (base 42) |
Resources
Life | -170/909 |
Stamina | 127/196 |
Healing Factor | 1.2840316950178 |
Regeneration | 17.013419958986 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 32.679862542722 |
See Invisible | 47.679862542722 |
Offense: Barehand
Damage | 86 |
Accuracy | 39 |
Crit Chance | 21% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +5% |
Physical | +10% |
Mind | +41% |
All | 0% |
Lightning | +11% |
Light | +9% |
Darkness | +7% |
Nature | +15% |
Offense: Damage Penetration
Physical | +7% |
Lightning | +5% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 54 (87.718496631565%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 35 |
Spell Save | 29 |
Mental Save | 28 |
Defense: Resistances
Blight | + 30%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 57%( 70%) |
All | + 19%( 70%) |
Darkness | + 48%( 70%) |
Light | + 40%( 70%) |
Physical | + 26%( 70%) |
Lightning | + 47%( 70%) |
Mind | + 28%( 70%) |
Fire | + 30%( 70%) |
Nature | + 48%( 70%) |
Defense: Immunities
Disarm Resistance | 24% |
Bleed Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 73% |
Pinning Resistance | 43% |
Poison Resistance | 14% |
Blind Resistance | 21% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Grappling | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Lisigarivena the giant acid ant. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Zubuldawen the slimy ooze. Escort: worried loremaster (level 3 of Old Forest) | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed green worm. * You've found the needed ice ant stinger. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
Equipment
On feet | Starkarma the pair of dwarven-steel boots (0 def, 14 armour) Starkarma the pair of dwarven-steel boots (0 def, 14 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +14 Fatigue: +3% Changes stats: +3 Con / +3 Wil Changes resistances: +6% cold / +6% fire Changes resistances penetration: +7% physical Changes damage: +9% light Maximum life: +60.00 Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | Tulekalthofang (0 def, 3 armour) Tulekalthofang (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 5 blight Changes stats: +5 Cun / +6 Mag Changes resistances: +7% blight / +15% darkness / +6% mind / +15% light Changes damage: +5% blight Spell save: +6 (+3 eff.) Disease immunity: +20% Life regen: +2.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Damage (radius 2) on crit: +8 blight / +48 light / +35 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 35.99 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Dourobsidian the cashmere wizard hat (2 def, 0 armour) Dourobsidian the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +8% physical / +8% darkness / +7% fire / +5% mind / +8% cold Changes damage: +10% physical / +5% mind / +7% darkness Critical mult.: +15.00% Physical save: +9 (+4 eff.) Mental save: +9 (+5 eff.) Maximum hate: +8.00 Maximum psi: +17.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +6% A pointy cloth hat, very wizardly... |
Tool | iron torque of clear mind 'Strikecutter' [power 1] (0/25 cooldown) iron torque of clear mind 'Strikecutter' [power 1] (0/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% lightning Changes damage: +6% acid / +9% mind It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +6% nature / +7% blight Poison immunity: +14% Disease immunity: +11% Disarm immunity: +24% Pinning immunity: +23% Knockback immunity: +23% Hate when firing a critical mind attack: +4.00 Maximum life: +28.00 See invisible: +15 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | copper ring 'Camebers' copper ring 'Camebers'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +10 Changes resistances: +22% lightning / +15% cold Changes damage: +11% lightning Cut immunity: +10% Life regen: +4.00 Only die when reaching: -80.00 life Rings make your fingers look great! |
Around neck | Ivudherin IvudherinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +11% light / +13% darkness / +5% arcane Blindness immunity: +21% Pinning immunity: +20% Knockback immunity: +10% Life regen: +4.00 Amulets make your neck look great! |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Light source | bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | cashmere cloak 'Flashravager' (2 def, 8 armour) cashmere cloak 'Flashravager' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes resistances: +12% lightning / +18% cold Changes resistances penetration: +10% mind Changes damage: +12% mind Mental save: +6 (+3 eff.) Only die when reaching: -40.00 life Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the warrior (die at -302; dur 5; cd 28) heroism infusion of the warrior (die at -302; dur 5; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -302 life. The duration and life will increase by 1% for every 1% life you have lost (currently 660 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 171; 15 cd)regeneration infusion (heal 171; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 513; 14 cd) regeneration infusion of the duelist (heal 513; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 513 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 5; phase 21; cd 11) blink rune of the warrior (range 5; phase 21; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 180 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, light, blight, mind, arcane) Prismatic Rune (6 turns; lightning, physical, light, blight, mind, arcane)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 4 physical, 4 light, 5 blight, 4 mind, 3 arcane It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. manasurge rune of the wizard (regen 856% over 10 turns; mana 43; cd 13)manasurge rune of the wizard (regen 856% over 10 turns; mana 43; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 856% for 10 turns (0 total) and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 71; cd 14) shatter afflictions rune of the titan (absorb 71; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 71 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs 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... |
Xevena the copper amulet Xevena the copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +3 Mag / +1 Wil / +2 Con Maximum stamina: +20.00 Mindpower: +15 (+5 eff.) Amulets make your neck look great! |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets make your neck look great! |
copper amulet of manastreaming copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +21.00 Amulets make your neck look great! |
copper amulet of strength (+3) copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Amulets make your neck look great! |
serendipitous copper amulet serendipitous copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +13% temporal Pinning immunity: +23% Knockback immunity: +21% Amulets make your neck look great! |
steel amulet of dexterity (+4) steel amulet of dexterity (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Dex Amulets make your neck look great! |
steel amulet of strength (+4) steel amulet of strength (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Amulets make your neck look great! |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets make your neck look great! |
mindweaver's gold amulet mindweaver's gold amuletInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+5 eff.) Confusion immunity: +13% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
restful gold amulet restful gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Life regen: +2.00 Amulets make your neck look great! |
Blazekiss the copper ring Blazekiss the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% darkness / +25% lightning Changes damage: +9% lightning / +9% arcane Blindness immunity: +21% Infravision radius: +4 See stealth: +8 See invisible: +8 Rings make your fingers look great! |
Glaciertitan the copper ring Glaciertitan the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Damage when hit (Melee): 10 mind Changes stats: +5 Dex / +4 Cun / +3 Con Changes resistances: +6% cold / +22% nature / +6% mind Changes damage: +11% nature Rings make your fingers look great! |
Glimmertrial the copper ring Glimmertrial the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +6 Changes stats: +3 Str Changes resistances: +9% darkness / +3% fire Changes resistances penetration: +5% light Changes damage: +12% physical Physical save: +3 (+1 eff.) Rings make your fingers look great! |
Glorelle the Tundrabutcher Glorelle the TundrabutcherInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% * 11% chance to reduce all saves and defense by 25 Damage (Melee): 7 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 25 Damage (Ranged): 11 physical Damage when hit (Melee): 4 cold Changes stats: +2 Cun Changes resistances: +12% acid Changes resistances penetration: +10% acid Changes damage: +6% lightning / +3% cold Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Radiancewell the copper ring Radiancewell the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 52% Changes stats: +2 Con Changes resistances: +3% nature / +3% darkness Changes resistances penetration: +15% light Physical save: +4 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
warrior's copper ring of pilfering warrior's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Armour: +6 Defense: +8 (+2 eff.) Changes stats: +3 Str It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Toxinhue the steel ring Toxinhue the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% blight / +11% temporal / +3% nature Changes damage: +10% blight / +11% temporal Critical mult.: +10.00% Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +23% Mana when firing critical spell: +1.00 Maximum life: +24.00 Maximum mana: +20.00 Rings make your fingers look great! |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +4 Str / +5 Con Rings make your fingers look great! |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Str / +4 Con Rings make your fingers look great! |
pixie's steel ring pixie's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Cun / +3 Mag Spellpower: +7 (+5 eff.) Rings make your fingers look great! |
savage's steel ring savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Spell save: +13 (+7 eff.) Maximum stamina: +10.00 Rings make your fingers look great! |
steel ring of life steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +5.00 Maximum life: +40.00 Healing mod.: +11% Rings make your fingers look great! |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +27% Knockback immunity: +27% Maximum life: +22.00 Rings make your fingers look great! |
treant's steel ring of clarity treant's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +7% blight Mental save: +6 (+3 eff.) Poison immunity: +11% Disease immunity: +12% Confusion immunity: +20% Rings make your fingers look great! |
warrior's steel ring of blight (+12%) warrior's steel ring of blight (+12%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Changes resistances: +12% blight Changes damage: +12% blight Rings make your fingers look great! |
warrior's steel ring of luminosity warrior's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 10 light Damage (Ranged): 12 light Changes stats: +3 Str / +2 Mag Changes damage: +10% light Rings make your fingers look great! |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Salybeth SalybethCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +8 Defense: +17 (+5 eff.) Changes stats: +6 Con Spell save: +3 (+2 eff.) Cut immunity: +20% Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Umbrafurnace the gold ring Umbrafurnace the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes resistances: +6% darkness / +3% cold Physical save: +8 (+4 eff.) Spell save: +9 (+5 eff.) Mental save: +23 (+12 eff.) Confusion immunity: +10% Rings make your fingers look great! |
savage's gold ring savage's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Con Spell save: +12 (+6 eff.) Maximum stamina: +18.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Dairymnir the ash starstaff (15-18 power, 3 apr, light element)Dairymnir the ash starstaff (15-18 power, 3 apr, light element) Requires: - Magic 16 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 10 mind Changes stats: +2 Wil Changes resistances: +18% nature Changes damage: +15% light / +12% mind Talent granted: +1 Command Staff Hate when firing a critical mind attack: +2.00 Spellpower: +6 (+5 eff.) Spell crit. chance: +2% Mental crit. chance: +4% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 45.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen yew magestaff of protection (20-24 power, 4 apr, fire element)earthen yew magestaff of protection (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +3% Changes resistances: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spellpower: +9 (+6 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Elenikor (46-68 power, 15 apr) Elenikor (46-68 power, 15 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.5 - 68.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +17% Damage (radius 1) on hit: +10 fire Damage (radius 2) on crit: +4 acid When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +1% physical Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. plaguebringer's iron greatsword (17-27 power, 1 apr)plaguebringer's iron greatsword (17-27 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 1). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +12 blight When wielded/worn: Disease immunity: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. hateful steel greatsword of phasing (23-37 power, 15 apr)hateful steel greatsword of phasing (23-37 power, 15 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Damage (Melee): +10 darkness Damage against: +10% Living Massive two-handed swords. |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level. stralite greatsword 'Glolewyn' (50-79 power, 3 apr)stralite greatsword 'Glolewyn' (50-79 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 38% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +35 blight / +19 cold When wielded/worn: Changes stats: +2 Mag / +2 Wil Critical mult.: +10.00% Disease immunity: +27% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed swords. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. ancient cashmere robe of alchemy (0 def, 0 armour)ancient cashmere robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% acid / +12% physical / +14% fire / +12% cold / +11% all Changes resistances penetration: +7% temporal / +7% physical Changes damage: +7% acid / +8% temporal / +8% cold / +10% fire / +13% physical Talent cooldown: Refit Golem (-3 turns) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of alchemy (0 def, 0 armour) dreamer's cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% acid / +13% physical / +10% darkness / +11% cold / +11% fire / +12% mind / +11% all Changes damage: +10% acid / +10% physical / +7% fire / +10% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +20 (+10 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. |
silk robe 'Maneldil' (3 def, 4 armour) silk robe 'Maneldil' (3 def, 4 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +1 Mag / +1 Wil Changes resistances: +21% cold / +13% all Changes resistances penetration: +11% darkness / +17% physical Changes damage: +6% temporal / +14% cold / +15% darkness / +7% physical Physical save: +18 (+7 eff.) Maximum hate: +9.00 Spell crit. chance: +3% Mindpower: +7 (+3 eff.) Mental crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
volcanic rough leather armour of cold resistance (3 def, 8 armour) volcanic rough leather armour of cold resistance (3 def, 8 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +12% physical / +12% fire / +16% cold A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+9 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
cured leather armour of the deep (6 def, 6 armour) cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of spell shielding (12 def, 7 armour)prismatic reinforced leather armour of spell shielding (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +12% light / +13% darkness / +7% arcane Spell save: +10 (+5 eff.) A suit of armour made of leather. |
Sulfurraze the rough leather belt Sulfurraze the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +4 Wil Changes resistances: +9% lightning / +6% darkness / +9% blight / +3% nature / +6% mind Damage against: +21% Summoned Reduced damage from: +19% Summoned Spell save: +15 (+8 eff.) A belt that goes around your waist. |
noble's rough leather belt of recklessness noble's rough leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +3 Wil Damage against: +17% Summoned Reduced damage from: +20% Summoned Critical mult.: +5.00% A belt that goes around your waist. |
Cloudreaper CloudreaperInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 4 lightning / 4 arcane Changes resistances: +9% light / +3% physical Changes damage: +3% arcane Maximum life: +43.00 Healing mod.: +10% A belt that goes around your waist. |
Lisira the hardened leather belt Lisira the hardened leather beltInfused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+5 eff.) Changes stats: +1 Mag Changes resistances: +8% acid / +10% blight Changes damage: +15% physical See invisible: +9 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. pair of rough leather boots of tirelessness (0 def, 1 armour)pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.40 Maximum stamina: +10.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Squalorrot' (0 def, 4 armour) pair of dwarven-steel boots 'Squalorrot' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Dex Changes resistances: +6% fire / +6% nature / +8% cold Changes damage: +3% physical Reduces incoming crit damage: 15.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Haluldil the hardened leather gloves (0 def, 13 armour) Haluldil the hardened leather gloves (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +13 Damage (Melee): 9 acid / 5 physical Damage when hit (Melee): 6 temporal Changes resistances: +12% acid Changes resistances penetration: +5% acid Changes damage: +5% acid / +4% physical Mental save: +6 (+3 eff.) Maximum life: +44.00 When used to modify unarmed attacks: Base power: 21.5 - 23.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 1) on hit: +6 physical Damage (radius 2) on crit: +7 acid / +7 physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eariraroddadur the dwarven-steel gauntlets (0 def, 2 armour) Eariraroddadur the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 7 arcane Changes stats: +3 Dex / +7 Mag / +5 Wil Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +20% mind Changes damage: +11% arcane Spellpower: +6 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +11 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Infernotyphoon (0 def, 2 armour) Infernotyphoon (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 fire Damage when hit (Melee): 6 fire Changes stats: +2 Cun Changes resistances: +8% darkness / +5% fire Changes damage: +9% arcane / +8% fire Life regen: +4.00 Stamina each turn: +0.90 Maximum stamina: +17.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +9 Crit. chance: +14.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +11 darkness Damage (radius 2) on crit: +6 fire It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. alchemist's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)alchemist's dwarven-steel gauntlets of spellstriking (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 4 acid / 5 cold / 5 fire / 9 arcane / 4 lightning Changes stats: +8 Mag / +8 Wil Changes resistances: +4% arcane Changes damage: +5% arcane Spellpower: +6 (+5 eff.) When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +6 ice / +9 acid / +10 fire / +7 arcane / +9 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour) scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Changes stats: +3 Str / +3 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Spell save: +11 (+6 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). On weapon hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Delutokan the cashmere wizard hat (2 def, 0 armour) Delutokan the cashmere wizard hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +5 Dex / +5 Wil / +5 Cun Reduces incoming crit damage: 15.00% Spell save: +12 (+6 eff.) Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Elenodig the hardened leather cap (10 def, 9 armour) Elenodig the hardened leather cap (10 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Fatigue: +3% Changes resistances: +4% physical / +16% light / +14% darkness Changes damage: +6% physical Stamina each turn: +2.00 Maximum psi: +40.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. warlord's iron helm (0 def, 3 armour)warlord's iron helm (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +4 Wil Changes resistances: +6% physical Physical save: +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 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. |
2 garnet 2 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. |
brass lantern 'Naturepiety' brass lantern 'Naturepiety'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 10% chance to slow global speed by 52% Changes resistances: +15% light Changes resistances penetration: +20% nature / +6% all Teleport immunity: +10% Life regen: +2.00 Light radius: +4 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. |
Gorezilablek the Phoenixsage Gorezilablek the PhoenixsageInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +2.0% Changes resistances penetration: +25% fire Physical save: +12 (+5 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -20.00 life Light radius: +4 See stealth: +14 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Kindlewend the dwarven-steel pickaxe (dig speed 15 turns) Kindlewend the dwarven-steel pickaxe (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +2 Dex / +7 Cun Changes resistances: +6% mind Changes resistances penetration: +5% fire Changes damage: +9% mind Maximum life: +25.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Doon the Cornac Brawler level 8
4th Mirth 122nd year of Ascendancy at 07:37 see stats
By Doon the Cornac Brawler level 24
14th Haze 122nd year of Ascendancy at 01:07 see stats
By Doon the Cornac Brawler level 23
13rd Haze 122nd year of Ascendancy at 09:23 see stats
By Doon the Cornac Brawler level 10
3rd Summertide 122nd year of Ascendancy at 07:51 see stats
By Doon the Cornac Brawler level 20
62nd Dusk 122nd year of Ascendancy at 12:18 see stats
By Doon the Cornac Brawler level 24
14th Haze 122nd year of Ascendancy at 02:03 see stats
By Doon the Cornac Brawler level 27
56th Haze 122nd year of Ascendancy at 18:21 see stats
By Doon the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 05:30 see stats
By Doon the Cornac Brawler level 11
2nd Flare 122nd year of Ascendancy at 19:19 see stats
By Doon the Cornac Brawler level 25
14th Haze 122nd year of Ascendancy at 13:38 see stats
By Doon the Cornac Brawler level 19
53rd Dusk 122nd year of Ascendancy at 22:24 see stats
By Doon the Cornac Brawler level 27
56th Haze 122nd year of Ascendancy at 17:45 see stats
Log
Eletha the warg misses Doon.
Eletha the warg hits Doon for 125 physical, 3 lightning (127 total damage).
Melee retaliation hits Eletha the warg for (2 flat reduction), 0 lightning, (10 flat reduction), 0 nature, (2 flat reduction), 0 nature (0 total damage).
Nerumith the ghast bites poison into Doon.
Nerumith the ghast slows down.
Melee retaliation hits Nerumith the ghast for 2 lightning, 10 nature, 2 nature (13 total damage).
Nerumith the ghast hits Doon for 4 nature, 9 acid, 7 fire (20 total damage).
Doon lashes out with a flurry of fists.
Doon misses Eletha the warg.
Doon performs a melee critical strike against Eletha the warg!
Eletha the warg's is vulnerable to attacks and effects!
Personal New Achievement: That was close (Insane (Roguelike) difficulty)!
You collect a new ingredient: chunk of ghoul flesh (1).
Doon casts Soul Rot.
Eletha the warg speeds up.
Talent Clinch is ready to use.
Talent Spinning Backhand is ready to use.
Talent Concussive Punch is ready to use.
Doon hits Eletha the warg for (38 flat reduction), 4 physical, (2 flat reduction), 0 blight, (38 flat reduction), 12 physical, (2 flat reduction), 0 blight, (22 flat reduction), 0 light, (3 flat reduction), 0 blight, (14 flat reduction), 0 darkness, (38 flat reduction), 4 physical, (2 flat reduction), 0 blight (20 total damage).
Doon hits Nerumith the ghast for 22 light, 2 blight, 16 darkness (40 total damage).
Doon hits Ghoul for 22 light, 4 blight, 16 darkness (42 total damage).
Doon's Soul Rot hits Eletha the warg for (18 flat reduction), 0 blight (0 total damage).
Decrepitude Disease from Nerumith the ghast hits Doon for 28 blight damage.
Rotting Disease from Nerumith the ghast hits Doon for 28 blight damage.
Eletha the warg slows down.
Doon killed Ghoul!
Eletha the warg hits Doon for 60 physical damage.
Melee retaliation hits Eletha the warg for (2 flat reduction), 0 lightning, (10 flat reduction), 0 nature, (2 flat reduction), 0 nature (0 total damage).
Doon the level 27 cornac brawler was skewered to death by Eletha the warg on level 4 of Daikara.