Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
| Addons | Allow Respec Anywhere 1.2.3Ignore Race/Class Locks 1.0.6Ambush Escape 1.3.0Gives the player an option to escape the orc ambush without fighting. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. No Race-based Exp Penalties 1.0.4Removes all race-based exp penalties from the game. (Does not affect yeeks' bonus.) Could possibly cause issues with other addons which modify existing races. Please let me know should any issues arise. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Auto-use inscriptions when saturated 1.2.5Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. No more creaky door 1.2.5Got rid of the most anoying door creaks. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. CON Buff 1.4.9Con gives die_at for undead. Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Abomination |
| Class | Corruptor |
| Level / Exp | 37 / 86% |
| Size | huge |
| Lifes / Deaths | Killed by skeleton warrior at level 37 on the 14th Haze 122nd year of Ascendancy at 11:29 6 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 75 (base 60) |
| Magic | 68 (base 60) |
| Willpower | 38 (base 13) |
| Cunning | 51 (base 27) |
Resources
| Life | 1207/1207 |
| Positive | 158/158 |
| Vim | 244/244 |
| Healing Factor | 1.83 |
| Regeneration | 37.2405 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -64% |
| Spell | 0% |
| Global | +86.95652173913% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 66.891010379467 |
| See Invisible | 63.891010379467 |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 26 |
| Crit Chance | 31% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| All | +16% |
Defense: Base
| Armour (hardiness) | 22 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 3 |
| Physical Save | 41 |
| Spell Save | 49 |
| Mental Save | 40 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Confusion Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
| Poison Resistance | 75% |
| Blind Resistance | 65% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 409 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26 with a minimum range of 15. |
Class Talents
| Corruption / Blood | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Vim | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Abomination | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 damm. Escort: injured seer (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by damm. Escort: repented thief (level 3 of Norgos Lair) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 42% of the way to your next Rank. You have killed: 36 Uniques 14 Bosses 3 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of bone giant dust. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * '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 length of troll intestine. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed red crystal shard. 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 skeleton mage skull. * You've found the needed ice ant stinger. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Giledan (0 def, 3 armour) Giledan (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +8 (+4 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% blight Changes resistances penetration: +25% blight / +15% temporal Physical save: +7 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +7 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Dairorim' alchemist's lamp 'Dairorim'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 mind / 4 blight Changes resistances: +7% cold / +6% mind / +6% temporal Changes resistances penetration: +5% blight Changes damage: +3% blight / +6% mind Mental save: +17 (+6 eff.) Light radius: +3 See stealth: +33 See invisible: +18 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Darkpower' (0 def, 3 armour) iron helm 'Darkpower' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+2 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 8 darkness Changes stats: +3 Str / +4 Dex / +2 Con Changes resistances: +6% nature / +11% darkness Changes resistances penetration: +20% arcane / +10% darkness Changes damage: +9% blight Spell save: +4 (+1 eff.) Maximum life: +47.00 Maximum mana: +20.00 Infravision radius: +3 Healing mod.: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Turudig the iron pickaxe (dig speed 24 turns) Turudig the iron pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+2 eff.) Armour penetration: +6 Armour: +4 Changes stats: +2 Cun / +3 Str Changes resistances: +3% acid / +3% temporal / +3% mind Blindness immunity: +15% Knockback immunity: +20% Infravision radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Bybers the Heatquake Bybers the HeatquakeCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Wil / +5 Cun / +2 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight / +20% fire Changes damage: +9% blight Spell save: +11 (+4 eff.) Maximum stamina: +13.00 Mindpower: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 135% 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 can have magical properties. |
| On fingers | copper ring 'Tarrodunarim' copper ring 'Tarrodunarim'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+4 eff.) Fatigue: -4% Changes stats: +1 Str / +7 Dex / +4 Mag / +2 Wil / +5 Cun / +2 Con Changes resistances: +11% blight / +3% acid Changes damage: +11% blight Reduces incoming crit damage: 5.00% Spell save: +8 (+3 eff.) See invisible: +12 Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Emelyra the ash vilestaff (15-18 power, 3 apr, blight element) Emelyra the ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 blight / +4 arcane When wielded/worn: Physical crit. chance: +8.0% Defense: +9 (+4 eff.) Effects on melee hit: * 9% chance to blind * 20% chance to disease Changes resistances: +5% arcane Changes resistances penetration: +15% blight / +8% fire / +8% darkness / +8% acid Changes damage: +15% acid / +15% darkness / +15% blight / +15% fire / +3% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +11 (+4 eff.) Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 113.48 light damage. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Nimbusripper (0 def, 1 armour) Nimbusripper (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Wil Changes resistances: +6% nature / +3% lightning Changes damage: +4% nature / +12% blight Spell save: +3 (+1 eff.) Life regen: +2.00 Stamina each turn: +0.40 Mana each turn: +0.12 Psi each turn: +0.11 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Belana (3 def, 3 armour) Belana (3 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances penetration: +25% acid / +15% arcane Changes damage: +3% arcane / +16% all Physical save: +20 (+7 eff.) Spellpower: +25 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Galuromiromildir (2 def, 8 armour) Galuromiromildir (2 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +13 Wil / +8 Cun Changes resistances: +15% blight / +17% cold / +12% nature Changes resistances penetration: +20% blight Spell save: +20 (+7 eff.) Life regen: +2.20 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +2 (+1 eff.) Mental crit. chance: +12% Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Gleamtyphoon' copper amulet 'Gleamtyphoon'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Wil / +4 Cun / +3 Con Changes resistances: +12% lightning / +15% nature / +3% light Changes damage: +6% light / +3% nature Physical save: +6 (+2 eff.) Mental save: +7 (+3 eff.) Confusion immunity: +12% Stun/Freeze immunity: +24% Life regen: +0.90 Maximum life: +37.00 Mindpower: +7 (+2 eff.) Light radius: +2 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the warrior (heal 83)healing infusion of the warrior (heal 83) 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 and cleanse 1 wound and poison effect. 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 ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion of the titan (heal 528 over 5 turns)regeneration infusion of the titan (heal 528 over 5 turns) 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 528 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. wild infusion (resist 26%; cure physical)wild infusion (resist 26%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 26% for 6 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 ability. |
This item will automatically be transmogrified when you leave the level. movement infusion of the warrior (590% speed; 6 turns)movement infusion of the warrior (590% speed; 6 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 increase movement speed by 590% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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 ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune of the psychic (158 acid damage; dur 5; apply 42)acid wave rune of the psychic (158 acid damage; dur 5; apply 42) 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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 157.99 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 42. The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. biting gale rune (93 cold damage; 20 apply power)biting gale rune (93 cold damage; 20 apply power) 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 92.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 20. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (73 cold damage; 21 apply power)biting gale rune (73 cold damage; 21 apply power) 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 73.08 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 21. The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
copper amulet 'Ashrock' copper amulet 'Ashrock'Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +4 Mag Changes resistances penetration: +15% fire Changes damage: +5% temporal / +5% light / +5% physical / +21% fire / +9% nature / +5% darkness Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +24.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. wizard's copper ringwizard's copper ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
wizard's steel ring of perseverance wizard's steel ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +1.10 Rings can have magical properties. |
elm magestaff 'Dagukalthodan' (10-12 power, 2 apr, blight element) elm magestaff 'Dagukalthodan' (10-12 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +5% blight Changes damage: +10% blight / +9% temporal / +6% mind Grants telepathy: Dragon Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.14 Spellpower: +12 (+4 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. cruel yew vilestaff (20-24 power, 4 apr, acid element)cruel yew vilestaff (20-24 power, 4 apr, acid element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of warding (30-36 power, 6 apr, acid element)dragonbone vilestaff of warding (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Maximum wards: +2 acid Changes damage: +30% acid Talents granted: +3 Ward +1 Command Staff Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. warbringer's blue-steel trident (18.5-29.6 power, 8 apr)warbringer's blue-steel trident (18.5-29.6 power, 8 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +3 Con Changes resistances penetration: +10% physical Disarm immunity: +22% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. Aerowyn (33-46.2 power, 5 apr)Aerowyn (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 10 bleeding, 43% reduced healing Damage (Melee): +43 insidious poison / +13 temporal / +12 nature When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +10.0% Physical power: +13 (+7 eff.) Defense: +9 (+4 eff.) Changes resistances: +6% cold / +9% mind / +6% fire Mental save: +12 (+4 eff.) Cut immunity: +25% Disarm immunity: +33% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Aredokan (47.5-66.5 power, 5 apr)Aredokan (47.5-66.5 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +9.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +27 insidious poison Burst (radius 1) on hit: +11 fire When wielded/worn: Armour penetration: +9 Physical power: +6 (+3 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +3% fire Changes resistances penetration: +9% physical Changes damage: +13% physical Blindness immunity: +10% Confusion immunity: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Gloryvena the voratun longsword (41-57.4 power, 6 apr)Gloryvena the voratun longsword (41-57.4 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +50% Damage (Melee): +19 lightning / +19 acid Burst (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +12 Armour: +4 Changes resistances penetration: +10% physical Changes damage: +9% arcane Spellpower: +4 (+1 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. stralite mace of torment (40-56 power, 5 apr)stralite mace of torment (40-56 power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +13% mind / +9% darkness Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced steel dagger (12.5-16.25 power, 6 apr)balanced steel dagger (12.5-16.25 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +21% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. insidious stralite dagger (29-37.7 power, 9 apr)insidious stralite dagger (29-37.7 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +25 insidious poison Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger 'Xerylaith' (37-48.1 power, 9 apr)stralite dagger 'Xerylaith' (37-48.1 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 10 bleeding, 43% reduced healing Damage (Melee): +31 insidious poison When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 (+5 eff.) Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +7 Dex / +3 Mag / +6 Wil / +2 Cun / +1 Con Changes resistances: +5% arcane Changes resistances penetration: +10% lightning Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of crippling (38.5-50.05 power, 9 apr)voratun dagger of crippling (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +8.0% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. EarikathEarikath Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +20 lightning / +12 cold / +19 nature Burst (radius 1) on hit: +4 arcane When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% all Changes resistances penetration: +11% nature / +17% physical Changes damage: +16% lightning / +16% cold / +6% arcane / +6% blight Maximum mana: +20.00 Spellpower: +2 (+1 eff.) Damage Shield penetration: +42% Resist all after a teleport: +4% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Emelurin the stralite shield (10 def, 2 armour, 136.5 block)Emelurin the stralite shield (10 def, 2 armour, 136.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +6% Effects when hit in melee: * 27% chance to blind Damage when hit (Melee): 30 fire Changes stats: +4 Str / +3 Dex / +4 Mag / +5 Con Changes resistances: +15% blight / +16% fire / +44% light / +20% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. stralite shield of resistance (10 def, 2 armour, 140 block)stralite shield of resistance (10 def, 2 armour, 140 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Changes resistances: +9% acid / +7% fire / +8% lightning / +9% cold Talent granted: +4 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. Erelekhad (3 def, 0 armour)Erelekhad (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -12% Changes stats: +7 Mag / +5 Wil / +2 Cun / +1 Con Changes resistances: +10% lightning / +34% darkness / +10% blight / +11% fire / +10% cold / +10% light Changes damage: +16% darkness Grants telepathy: Dragon Physical save: +16 (+6 eff.) Spell save: +56 (+17 eff.) Mental save: +14 (+5 eff.) Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+5 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven silk robe of nature (+19%) (3 def, 0 armour)mindwoven silk robe of nature (+19%) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% nature Changes damage: +13% nature Mental save: +20 (+7 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. verdant silk robe of life (3 def, 0 armour)verdant silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Con Changes resistances: +15% blight Changes damage: +9% nature Poison immunity: +31% Disease immunity: +29% Life regen: +2.70 Maximum life: +86.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emidalaith the iron mail armour (2 def, 10 armour) Emidalaith the iron mail armour (2 def, 10 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +1.0% Physical power: +4 (+2 eff.) Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +1 Dex Changes resistances: +24% acid / +9% physical / +12% darkness / +24% cold Allows you to breathe in: water Only die when reaching: -80.00 life Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying stralite mail armour of the deep (4 def, 12 armour)fortifying stralite mail armour of the deep (4 def, 12 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Con Changes resistances: +12% acid / +10% cold Allows you to breathe in: water Maximum life: +53.00 A suit of armour made of mail. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Changes resistances: +6% fire / +5% cold A pair of boots made of leather. |
Aeralatharion the linen wizard hat (1 def, 0 armour) Aeralatharion the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 mind Changes resistances: +4% lightning / +10% temporal / +20% darkness / +4% fire / +4% nature / +4% acid / +4% blight / +4% cold / +6% mind / +4% light Changes resistances penetration: +15% mind Changes damage: +11% darkness A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather cap of might (0 def, 3 armour)hardened leather cap of might (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Str / +4 Con A cap made of leather. |
11 agate 11 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. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
4 citrine 4 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. |
6 zircon 6 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. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature 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. |
131 alchemist agate 131 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. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (94 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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. |
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 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, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
This item will automatically be transmogrified when you leave the level. elven-wood wand of conjuration 'Daginarilar' [power 373] (10 cooldown)elven-wood wand of conjuration 'Daginarilar' [power 373] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Armour penetration: +6 Changes stats: +4 Con Talents cooldown: Volcano (-2 turns) Strike (-2 turns) Talents granted: +4 Volcano +9 Strike Physical save: +9 (+3 eff.) Maximum life: +40.00 It can be used to fire a bolt of a random element with (base) damage 186 to 373, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 12 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By damm the Abomination Corruptor level 20
35th Dusk 122nd year of Ascendancy at 21:18 see stats
Level 10 (Uniques)
Got a character to level 10.By damm the Abomination Corruptor level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Level 20 (Uniques)
Got a character to level 20.By damm the Abomination Corruptor level 20
26th Dusk 122nd year of Ascendancy at 10:25 see stats
Level 30 (Uniques)
Got a character to level 30.By damm the Abomination Corruptor level 30
5th Haze 122nd year of Ascendancy at 01:52 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By damm the Abomination Corruptor level 20
26th Dusk 122nd year of Ascendancy at 13:47 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By damm the Abomination Corruptor level 20
46th Dusk 122nd year of Ascendancy at 09:52 see stats
The secret city (Uniques)
Discovered the truth about mages.By damm the Abomination Corruptor level 20
42nd Dusk 122nd year of Ascendancy at 13:36 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By damm the Abomination Corruptor level 21
78th Dusk 122nd year of Ascendancy at 15:51 see stats
Log
You are unable to move!
You are unable to move!
Decrepitude Disease from Damm hits Mayowe the black bear for 42 blight damage.
Lava floor burns Mayowe the black bear!
Mayowe the black bear casts Displacement Shield.
The very fabric of space alters around Mayowe the black bear.
damm hits Mayowe the black bear for 86 fire damage.
Lava floor burns Skeleton warrior!
Skeleton warrior uses Stunning Blow.
Damm deactivates Fearscape.
Damm resists the stunning blow!
damm hits Skeleton warrior for 113 fire, 9 acid, 9 darkness, 6 blight, 21 mind (158 total damage).
Skeleton warrior hits damm for 346 physical damage.
damm the level 37 abomination corruptor was squished to death by a skeleton warrior on level 1 of Fearscape.
You are brought back from the Fearscape!
You have 6 life(s) left.
Damm is not assimilating dead foes anymore.
Damm deactivates Overkill.
Damm deactivates Willful Tormenter.
Damm deactivates Dark Ritual.
Damm is no longer surging arcane power.
Damm deactivates Flame of Urh'Rok.
Damm is less impervious to physical effects.
Damm deactivates Bone Shield.
Damm is no longer pinned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Skeleton warrior killed damm!
Saving done.
