Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.3.0Combines 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Summoner |
| Level / Exp | 18 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by worm that walks at level 18 on the 62nd Dusk 122nd year of Ascendancy at 18:59 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 17 (base 11) |
| Constitution | 14 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 55 (base 46) |
| Cunning | 43 (base 36) |
Resources
| Life | -7/358 |
| Equilibrium | 55 |
| Healing Factor | 1.06 |
| Regeneration | 35.775 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 2 |
| Infravision | 10 |
| See Stealth | 6 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 13 |
| Accuracy | 36 |
| Crit Chance | 15% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 36 |
| Crit Chance | 15% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41.233333333333 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 14.25 |
| Ranged Defense | 18.25 |
| Fatigue | 5 |
| Physical Save | 23.7375 |
| Spell Save | 45.441666666667 |
| Mental Save | 38.2625 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 25% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 232 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 206 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Master Summoner |
| 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 3.71 nature damage per turn and decreasing all heals received by 26%. Insidious Poison |
| detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 24.60 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 199.93 blight damage and spawn a carrion worm mass. |
| beneficial effect | A flow of life spins around the target, regenerating 32.50 life per turn. Regeneration |
| beneficial effect | You gain 11% resistance against blight. Resolve |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. 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 wretchling eyeball. * You've found the needed giant spider spinneret. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | [vs. traveler's pair of rough leather boots (0 def, 1 armour) (On feet)] traveler's pair of rough leather boots (0 def, 1 armour)traveler's 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: +1 (-) Fatigue: -3% (-) Maximum encumbrance: +22 (-) Physical save: +6 (+3 eff.) (-) A pair of boots made of leather. |
| Light source | [vs. brass lantern of clarity (Light source)] brass lantern of claritybrass lantern of clarity Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+2 eff.) (-) Light radius: +2 (-) See stealth: +6 (-) See invisible: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. clarifying linen wizard hat of fire (+15%) (1 def, 0 armour) (On head)] clarifying linen wizard hat of fire (+15%) (1 def, 0 armour)clarifying linen wizard hat of fire (+15%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Changes stats: +3(-) Cun Changes resistances: +15%(-) fire Changes damage: +10%(-) fire Mental save: +5 (+2 eff.) (-) A pointy cloth hat, very wizardly... |
| Tool | [vs. miner's iron pickaxe (dig speed 29 turns) (Tool)] miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Infravision radius: +2 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. savior's steel ring (On fingers, 1 of 2)] savior's steel ringsavior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+3 eff.) (-) Spell save: +6 (+2 eff.) (-) Mental save: +8 (+4 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. savior's steel ring (On fingers, 1 of 2)] Arirawyn the steel ringArirawyn the steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +9% lightning / +9% temporal Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Faloldir the hardened leather belt (Around waist)] Faloldir the hardened leather beltFaloldir the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5(-) Dex / +1(-) Wil / +4(-) Cun / +7(-) Lck Critical mult.: +10.00% (-) Trap disarming bonus: +16 (-) Stealth bonus: +10 (-) Equilibrium when hit: +0.04 (-) Infravision radius: +5 (-) Heals friendly targets nearby when you use a nature summon: +20 (-) A belt that goes around your waist. |
| In main hand | [vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)] vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage)vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +2(-) Str Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Healing mod.: +12% (-) Heals friendly targets nearby when you use a nature summon: +12 (-) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| In off hand | [vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)] vined mindstar of balance (6-6.6 power, 18 apr, nature damage)vined mindstar of balance (6-6.6 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6(+1.0 - +1.1) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-2) Str Physical save: +2 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
| Main armor | [vs. Nature's Blessing (8 def, 6 armour) (Main armor)] 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 (+8 eff.) (-) Ranged Defense: +4 (+4 eff.) (-) Fatigue: +8% (-) Changes stats: +4(-) Con / +3(-) Wil Changes resistances: +20%(-) nature / +25%(-) arcane Talent masteries: +0.20(-) Wild-gift / Antimagic Spell save: +38 (+16 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. |
| Around neck | [vs. insulating steel amulet of strength (+3) (Around neck)] insulating steel amulet of strength (+3)insulating steel amulet of strength (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Str Changes resistances: +16%(-) cold / +16%(-) fire Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
This item will automatically be transmogrified when you leave the level. shielding rune (absorb 254 for 4 turns)shielding rune (absorb 254 for 4 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. insulating steel amulet of strength (+3) (Around neck)] starlit gold amuletThis item will automatically be transmogrified when you leave the level. starlit gold amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-3) Str Changes resistances: +0%(-16%) cold / +0%(-16%) fire / +16% light / +10% darkness Blindness immunity: +25% Amulets can have magical properties. |
[vs. savior's steel ring (On fingers, 1 of 2)] steel ring of frost (+22%)steel ring of frost (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% cold Changes damage: +11% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand)] Kor's Fall (10-12 power, 0 apr, physical element)Kor's Fall (10-12 power, 0 apr, physical element) Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+5.0 - +6.5) Uses stat: 110% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-18) Physical crit. chance: +1.5% (-1.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-2) Str Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+4 eff.) Spell crit. chance: +8% Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) See invisible: +2 Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) It can be used to activate talent Bone Spear (costing 5 power out of 6/6) : Effective talent level: 3.0 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 39.01 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand)] shimmering yew magestaff (20-24 power, 4 apr, cold element)This item will automatically be transmogrified when you leave the level. shimmering yew magestaff (20-24 power, 4 apr, cold 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(+15.0 - +18.5) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-14) Physical crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-2) Str Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +54.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) Staves designed for wielders of magic, by the greats of the art. |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand)] Spellcrusher (32-48 power, 4 apr)Spellcrusher (32-48 power, 4 apr) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0(+27.0 - +42.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-14) Physical crit. chance: +4.0% (+1.0%) Attack speed: 100% (-) On weapon hit: + 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +0(-2) Str / +6 Con Changes damage: +25% nature Spell save: +15 (+5 eff.) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) This large steel greatmaul has thick vines wrapped around the handle. |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand)] Colaryem (48-76.8 power, 12 apr)Colaryem (48-76.8 power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8(+43.0 - +71.3) Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (-6) Physical crit. chance: +11.0% (+8.0%) Attack speed: 50% (-50%) When wielded/worn: Fatigue: -12% Changes stats: +0(-2) Str / +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Movement speed: +10% Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand)] Crooked Club (25-35 power, 4 apr)Crooked Club (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0(+20.0 - +29.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 (-14) Physical crit. chance: +10.0% (+7.0%) Attack speed: 100% (-) When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+9 eff.) Changes stats: +0(-2) Str Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)] Umbral Razor (25-32.5 power, 10 apr)Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+20.0 - +27.0) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (-8) Physical crit. chance: +9.0% (+6.0%) Attack speed: 100% (-) Damage conversion: 50% darkness When wielded/worn: Changes stats: +0(-2) Str / +4 Mag / +4 Cun Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) It can be used to activate talent Invoke Darkness (costing 7 power out of 10/10) : Effective talent level: 2.0 Power cost: 7 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 43.43 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)] mossy mindstar (2-2.2 power, 12 apr, nature damage)mossy mindstar (2-2.2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2(-3.0 - -3.3) Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (-6) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-2) Str Mindpower: +2 (+1 eff.) (-2 (-1 eff.)) Mental crit. chance: +1% (-1%) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. vined mindstar 'Voidkarma' (5-5.5 power, 18 apr, mind damage) (In main hand, 1 of 2)] vined mindstar of life (5-5.5 power, 18 apr, nature damage)vined mindstar of life (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-2) Str Life regen: +1.10 Maximum life: +10.00 Mindpower: +4 (+1 eff.) (-) Mental crit. chance: +2% (-) Healing mod.: +0% (-12%) Heals friendly targets nearby when you use a nature summon: +0 (-12) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. vined mindstar of balance (6-6.6 power, 18 apr, nature damage) (In off hand)] Sootprophet (8 def, 2 armour, 81 block)This item will automatically be transmogrified when you leave the level. Sootprophet (8 def, 2 armour, 81 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Armour Penetration: +0 (-18) Physical crit. chance: +0.0% (-3.0%) Attack speed: inf% (inf%) When wielded/worn: Armour: +2 Defense: +8 (+7 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +12% Damage (Melee): 7 cold Damage when hit (Melee): 13 ice / 4 mind Changes resistances: +6% darkness Changes damage: +6% mind Talent granted: +3 Block Physical save: +0 (+0 eff.) (-2 (-1 eff.)) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: +0 (+0 eff.) (-3 (-2 eff.)) Equilibrium when hit: +0.00 (-0.50) Mindpower: +0 (+0 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-2%) Handheld deflection devices. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Greenraven (2 def, 2 armour)Greenraven (2 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 (-4) Defense: +2 (+2 eff.) (-6 (-6 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +0% (-8%) Changes stats: +1 Dex / +0(-3) Wil / +0(-4) Con Changes resistances: +3%(-17%) nature / +0%(-25%) arcane Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Physical save: +15 (+8 eff.) Spell save: +0 (+0 eff.) (-38 (-16 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Healing mod.: +0% (-20%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Robe of Force (12 def, 8 armour)Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (+2) Defense: +12 (+12 eff.) (+4 (+4 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +0% (-8%) Changes stats: +4(+1) Wil / +3 Cun / +0(-4) Con Changes resistances: +15% acid / +12% physical / +0%(-20%) nature / +0%(-25%) arcane Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Physical save: +10 (+5 eff.) Spell save: +0 (+0 eff.) (-38 (-16 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +0% (-20%) It can be used to send out a range 5 beam of kinetic energy, dealing 38.13 to 47.67 physical damage (based on Willpower and Cunning) with knockback, costing 8 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Yeek-fur Robe (9 def, 3 armour)Yeek-fur Robe (9 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 (-3) Defense: +9 (+9 eff.) (+1 (+1 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +0% (-8%) Changes stats: +0(-4) Con / +0(-3) Wil Changes resistances: +20% cold / +0%(-20%) nature / +0%(-25%) arcane Changes damage: +5% mind Talent mastery: +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-38 (-16 eff.)) Mental save: +10 (+4 eff.) Stun/Freeze immunity: +0% (-25%) Life regen: +0.00 (-1.00) Mindpower: +5 (+2 eff.) Healing mod.: +0% (-20%) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
[vs. Nature's Blessing (8 def, 6 armour) (Main armor)] Iron Mail of Bloodletting (2 def, 4 armour)Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-2) Defense: +2 (+2 eff.) (-6 (-6 eff.)) Ranged Defense: +0 (+0 eff.) (-4 (-4 eff.)) Fatigue: +12% (+4%) Changes stats: +2 Str / +0(-3) Wil / +2(-2) Con Changes resistances: +10% acid / +10% darkness / +10% blight / +10% fire / +0%(-20%) nature / +0%(-25%) arcane Talent masteries: +0.10 Technique / Bloodthirst +0.00(-0.20) Wild-gift / Antimagic Spell save: +0 (+0 eff.) (-38 (-16 eff.)) Stun/Freeze immunity: +0% (-25%) Life regen: +0.50 (-0.50) Healing mod.: +30% (+10%) It can be used to activate talent Bloodcasting (costing 48 power out of 60/60) : Effective talent level: 2.0 Power cost: 48 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
thick linen cloak of protection (1 def, 6 armour) thick linen cloak of protection (1 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Changes resistances: +10% cold Spell save: +5 (+2 eff.) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Lightningstalker the iron gauntlets (0 def, 1 armour) Lightningstalker the iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Damage when hit (Melee): 12 lightning Changes resistances: +6% blight Changes damage: +4% blight Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. clarifying linen wizard hat of fire (+15%) (1 def, 0 armour) (On head)] grounding rough leather cap of dexterity (+3) (0 def, 1 armour)grounding rough leather cap of dexterity (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +1% Changes stats: +3 Dex / +0(-3) Cun Changes resistances: +6% lightning / +6% temporal / +0%(-15%) fire Changes damage: +0%(-10%) fire Mental save: +0 (+0 eff.) (-5 (-2 eff.)) A cap made of leather. |
[vs. clarifying linen wizard hat of fire (+15%) (1 def, 0 armour) (On head)] insulating dwarven-steel helm (0 def, 4 armour)This item will automatically be transmogrified when you leave the level. insulating dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +0 (+0 eff.) (-1 (-1 eff.)) Fatigue: +4% Changes stats: +0(-3) Cun Changes resistances: +7% cold / +7%(-8%) fire Changes damage: +0%(-10%) fire Mental save: +0 (+0 eff.) (-5 (-2 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine 9 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. |
7 zircon 7 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. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet 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. |
107 alchemist agate 107 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. brass lantern of clarity (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +2 (-) See stealth: +0 (-6) See invisible: +0 (-6) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern of clarity (Light source)] brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +0 (+0 eff.) (-5 (-2 eff.)) Light radius: +2 (-) See stealth: +0 (-6) See invisible: +0 (-6) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern of clarity (Light source)] scorching brass lantern of clarityscorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) (+1 (+0 eff.)) Light radius: +2 (-) See stealth: +5 (-1) See invisible: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. brass lantern of clarity (Light source)] scorching brass lantern of clarityscorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +6% fire Mental save: +6 (+3 eff.) (+1 (+0 eff.)) Light radius: +2 (-) See stealth: +5 (-1) See invisible: +5 (-1) 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. miner's iron pickaxe (dig speed 29 turns) (Tool)] miner's iron pickaxe (dig speed 29 turns)miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str Infravision radius: +1 (-1) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. miner's iron pickaxe (dig speed 29 turns) (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck / +0(-1) Str Trap disarming bonus: +5 Infravision radius: +0 (-2) 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 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), 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 24 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 160 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. miner's iron pickaxe (dig speed 29 turns) (Tool)] Telekinetic CoreTelekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +0(-1) Str / +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to activate talent Psionic Pull (costing 15 power out of 35/35) : Effective talent level: 3.0 Power cost: 15 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
[vs. miner's iron pickaxe (dig speed 29 turns) (Tool)] forceful yew totem of thorny skin [power 38] (16 cooldown)This item will automatically be transmogrified when you leave the level. forceful yew totem of thorny skin [power 38] (16 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +0(-1) Str Infravision radius: +0 (-2) When carried: Talent granted: +0(+-1) Dig It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Shlmia the Higher Summoner level 16
24th Dusk 122nd year of Ascendancy at 02:56 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shlmia the Higher Summoner level 16
38th Dusk 122nd year of Ascendancy at 06:24 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Shlmia the Higher Summoner level 10
2nd Summertide 122nd year of Ascendancy at 18:45 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Shlmia the Higher Summoner level 7
78th Pyre 122nd year of Ascendancy at 13:36 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Shlmia the Higher Summoner level 9
8th Mirth 122nd year of Ascendancy at 18:31 see stats
Log
Worm that walks's Drain hits Shlmia for 170 blight damage.
Worm that walks hits Something for 56 blight, 8 cold, 18 blight, 37 blight, 4 nature, 18 blight (140 total damage).
Poison from Shlmia hits Worm that walks for 10 nature damage.
Something hits Worm that walks for 7 healing, 7 healing (0 total damage) [14 healing].
Shlmia is invigorated by the attack!
Shlmia is invigorated by the attack!
Shlmia is invigorated by the attack!
Shlmia is no longer attuned.
Worm Rot from Worm that walks hits Shlmia for 30 blight, 25 acid (54 total damage).
Insidious Poison from Worm that walks hits Shlmia for 3 nature damage.
Something hits Worm that walks for 44 nature damage.
Shlmia's poison area effect hits Worm that walks for 5 nature damage.
Shlmia uses Aura of Silence.
Worm that walks is silenced!
Shlmia attunes to the damage.
Shlmia is invigorated by the attack!
Shlmia is invigorated by the attack!
Worm that walks drains life from Shlmia!
Worm that walks performs a melee critical strike against Shlmia!
Shlmia is invigorated by the attack!
Shlmia is invigorated by the attack!
Worm that walks drains life from Shlmia!
Shlmia hits Worm that walks for 7 healing, 7 healing (0 total damage) [14 healing].
Poison from Shlmia hits Worm that walks for 57 nature damage.
Worm that walks hits Shlmia for 48 physical, 8 cold, 18 blight, 58 physical, 3 nature, 18 blight (152 total damage).
Shlmia's mind surges with critical power!
Shlmia is invigorated by the attack!
Shlmia is invigorated by the attack!
Saving game...
