











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Modify Prodigies 1.7.2Modify some prodigies, empower outdated prodigies, adjust overpowered ones and introduce new ones. All lanterns provide 10 lite baseline 1.7.4Makes all lanterns provide 10 lite baseline because the mechanic is annoying Inferno Race Pack 1.7.0Adds a collection of my races. Ashes of Urh'Rok 1.7.4Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Improved Auto-explore and Rest 1.7.2Quality 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. Custom Difficulty 1.7.4Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Actually Usable Bathe in Light 1.7.0Modifies Celestials' Bathe in Light talent to affect only the caster and actors not hostile to the caster. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 31 / 67% |
| Size | big |
| Lifes / Deaths | Killed by Emywe the corrupted protosentient globula at level 31 on the 26th Haze 122nd year of Ascendancy at 09:58 / 1 |
Primary Stats
| Strength | 86 (base 64) |
| Dexterity | 52 (base 43) |
| Constitution | 37 (base 10) |
| Magic | 92 (base 64) |
| Willpower | 18 (base 1) |
| Cunning | 7.7291568027845 (base 28) |
Resources
| Mana | 242/390 |
| Life | -241/1102 |
| Positive | 24/80 |
| Steam | 100/100 |
| Hate | 100/100 |
| Healing Factor | 1.8114214873498 |
| Regeneration | 92.130870837531 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 4 |
| See Stealth | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 63 |
| Crit Chance | 17% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 36 |
| Accuracy | 63 |
| Crit Chance | 17% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Light | +16% |
| Blight | +9% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
| Darkness | +10% |
| Light | +15% |
| Temporal | +31% |
| Blight | +20% |
| Arcane | +15% |
| Mind | +5% |
| Fire | +5% |
Defense: Base
| Armour (hardiness) | 71.5 (100%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 37 |
| Mental Save | 10 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 39%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 16%( 70%) |
| Fire | + 32%( 70%) |
| Lightning | + 41%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Bleed Resistance | 10% |
| Confusion Resistance | 48% |
| Pinning Resistance | 10% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Silence Resistance | 58% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 544 damage for 6 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 66.55 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 277.29 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Dirge of Famine |
| talent | Self-Destruction |
| talent | Weapon of Light |
| talent | Blood Bath |
| talent | Chant of Fortress |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Damage from necrotic minions increased by 55%. Black Ice |
| detrimental effect | The target's mental faculties have been impaired, reducing its mental save by 16. Sundered Mind |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 46%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| detrimental effect | The target's mental faculties have been severely impaired, making it act randomly each turn (40% chance) and reducing its cunning by 26. Lobotomized (confused) |
| detrimental effect | Your body is bleeding, losing 23.83 life each turn. Self-Judgement |
| beneficial effect | The target is under protection, removing one negative effect per turn. Providence |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
| beneficial effect | Increases the effectiveness of all healing the target receives by 49%. Empowered Healing |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| beneficial effect | The target's spellpower has been increased by 4. Spellsurge |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Magic by +5. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Cinderveil the pair of dwarven-steel boots (6 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +3% Changes stats: +1 Dex Changes resistances: +3% blight / +11% temporal / +12% darkness Changes resistances penetration: +10% blight / +11% temporal / +10% darkness / +5% fire Changes damage: +12% fire Silence immunity: +28% Confusion immunity: +38% Stun/Freeze immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +13% New effects duration reduction after a teleport: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Emedhetha the brass lantern Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Changes stats: +4 Wil Changes damage: +16% light Physical save: +11 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+11 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Maximum vim: +30.00 Spellpower: +10 (+2 eff.) Light radius: +14 See stealth: +8 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 | Quasit's Skull (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Silence immunity: +30% Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | dwarven-steel gauntlets 'Relgarig' (10 def, 10 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +10 (+2 eff.) Armour: +10 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +2 Cun / +3 Str Changes resistances: +8% darkness Talent granted: +3 Iron Grip Disarm immunity: +90% Confusion immunity: +10% Life regen: +2.00 Mana each turn: +0.21 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 10 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | iron pickaxe 'Turodir' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +3 (+1 eff.) Defense: +15 (+5 eff.) Changes stats: +2 Cun / +1 Str Changes resistances: +3% darkness Changes resistances penetration: +20% temporal Pinning immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Gorin the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes stats: +3 Str / +2 Con Mental save: +6 (+6 eff.) Cut immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | gold emerald ringPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Wil / +6 Mag Changes resistances: +3% all Life regen: +10.00 Maximum life: +62.00 Spellpower: +7 (+2 eff.) Healing mod.: +12% Rings make your fingers look great! |
| Around neck | Neramira the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 20 Damage when hit (Melee): 4 mind Changes stats: +8 Str / +9 Dex / +8 Wil / +13 Con Changes resistances penetration: +10% blight / +5% mind Changes damage: +9% blight Physical save: +17 (+5 eff.) Life regen: +11.00 Maximum life: +52.00 Amulets make your neck look great! |
| In main hand | Betheba the Torchwire (110 - 154 damage, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 30 damage and reducing their armor Damage (Melee): +8 darkness / +15 cold / +4 light / +8 fire Damage against: +13% Living When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +10 Changes resistances: +6% fire Changes resistances penetration: +15% light / +10% physical One-handed war axes. |
| Around waist | hardened leather belt 'Arerin' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -16% Changes stats: +4 Con / +2 Wil Changes resistances: +7% acid / +7% fire / +7% cold / +7% lightning Changes resistances penetration: +25% physical Changes damage: +12% acid Reduces incoming crit damage: 15.00% Maximum encumbrance: +40 Stamina each turn: +2.00 A belt that goes around your waist. |
| In off hand | plaguebringer's dwarven-steel dagger of massacre (72 - 93 damage, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 6% chance to reduce strength, dexterity, and constitution by 30 Damage (Melee): +8 blight When wielded/worn: Disease immunity: +18% Sharp, short and deadly. |
| Cloak | Salivena the cashmere cloak (8 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +2.0% Physical power: +3 (+1 eff.) Defense: +8 (+3 eff.) Fatigue: -11% Changes resistances: +30% lightning / +15% fire / +15% light Stealth bonus: +8 Stun/Freeze immunity: +40% Life regen: +4.00 Maximum life: +56.00 Maximum stamina: +12.00 Spellpower: +15 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chalerebers the voratun mail armour (5 def, 16 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 2 arcane Changes stats: +4 Str / +5 Con Changes resistances: +28% cold Changes resistances penetration: +15% arcane Critical mult.: +20.00% Reduces incoming crit damage: 21.00% Disease immunity: +15% Life regen: +6.10 Stamina each turn: +1.60 Maximum life: +83.00 Spellpower: +5 (+1 eff.) A suit of armour made of mail. It was changed by the digestive sack. |
Inventory
This item will automatically be transmogrified when you leave the level.wild infusion (res 22%; magical; dur 3; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 magical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
starseer's copper amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +11 Changes stats: +1 Mag Changes damage: +5% physical / +5% temporal / +5% light / +5% darkness Critical mult.: +10.00% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
AlimasCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +22 (+5 eff.) Defense: +5 (+2 eff.) Changes stats: +5 Str / +5 Wil / +5 Con Changes damage: +3% physical Mental save: +17 (+13 eff.) Confusion immunity: +20% Stamina each turn: +2.00 Rings make your fingers look great! |
Mayenor the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% cold Changes resistances penetration: +25% arcane Changes damage: +14% cold Spell save: +6 (+3 eff.) Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +50.00 Rings make your fingers look great! |
steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Blindness immunity: +25% Infravision radius: +3 See stealth: +10 See invisible: +5 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.blighted dragonbone vilestaff of might (56 - 68 damage, 6 apr, darkness 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +6.00 Maximum vim: +17.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +22% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.imbued dragonbone magestaff of wizardry (56 - 68 damage, 6 apr, lightning 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: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil / +4 Mag Changes damage: +30% lightning Talent granted: +1 Command Staff Maximum mana: +42.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Talent on hit(spell): Manathrust (10% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.steel dagger of crippling (59 - 77 damage, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Sharp, short and deadly. |
Dagger of the Past (75 - 97 damage, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+4 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
This item will automatically be transmogrified when you leave the level.enhanced voratun dagger of massacre (93 - 121 damage, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 49.5 - 64.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +9 Dex / +7 Mag / +11 Wil / +10 Cun / +8 Con Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.voratun dagger (85 - 111 damage, 9 apr) Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun steamsaw of projection (68 - 102 damage, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +100 On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage (Melee): 7 fire Damage when hit (Melee): 9 fire Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.manaburning voratun steamsaw of massacre (73 - 109 damage, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 49.5 - 74.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +96 On weapon hit: * 18 arcane resource burn Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Beturira the Strikemoon Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +30 cold Damage (radius 1) on hit: +20 lightning / +12 blight When wielded/worn: Changes resistances: +15% light / +21% fire Changes resistances penetration: +15% lightning Changes damage: +15% blight / +32% cold Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.enhanced dragonbone longbow of dexterity (+17) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Changes stats: +17 Str / +8 Dex / +20 Mag / +17 Wil / +6 Cun / +17 Con Changes resistances penetration: +14% physical Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.chilling quiver of dragonbone arrows of annihilation (21/21, 78 - 109 damage, 27 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 67.0 - 93.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +14.0% Capacity: 21 Travel speed: +200% Damage (Ranged): +38 cold Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.troll-hide reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Life regen: +8.50 Maximum life: +46.00 Healing mod.: +14% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.rejuvenating drakeskin leather armour of the deep (20 def, 12 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +20 (+7 eff.) Fatigue: +8% Changes resistances: +13% acid / +10% cold Allows you to breathe in: water Life regen: +2.00 Stamina each turn: +2.20 A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 23.57 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level.Blindfoe the elven-silk cloak (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +3 Wil / +8 Cun Changes resistances: +9% darkness Changes damage: +30% arcane Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Mental save: +13 (+11 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves 'Zidrafang' (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Changes stats: +2 Mag Critical mult.: +10.00% Spell save: +15 (+6 eff.) Mental save: +11 (+10 eff.) Mana each turn: +0.12 Maximum life: +62.00 Spellpower: +30 (+7 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather hat 'Salossra' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes resistances: +11% light / +11% darkness Critical mult.: +10.00% Psi when hit: +0.16 Only die when reaching: -80.00 life A hat made of leather. Very stylish. |
Pitchnull the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes resistances: +7% cold / +3% darkness / +9% light Changes damage: +3% cold / +3% light / +6% darkness Allows you to breathe in: water A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Smearoblivion (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 17% Changes stats: +7 Wil / +3 Cun / +9 Con Changes damage: +9% nature See invisible: +24 A hat made of leather. Very stylish. |
iron helm 'Kilathagorn' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Dex Changes resistances penetration: +5% physical Critical mult.: +10.00% Maximum stamina: +30.00 Healing mod.: +10% 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. |
This item will automatically be transmogrified when you leave the level.dragonslayer's voratun helm of dexterity (+8) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex Changes resistances: +12% acid / +7% fire / +9% cold / +10% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+10 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+10 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
155 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. |
NoonwireInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Defense: +25 (+8 eff.) Changes stats: +5 Dex / +5 Wil Changes resistances: +5% arcane Changes resistances penetration: +25% light / +10% physical Changes damage: +9% arcane Critical mult.: +14.00% Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
This item will automatically be transmogrified when you leave the level.dwarven lantern of the moons Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% light Changes damage: +11% darkness Damage affinity(heal): +5% darkness Light radius: +10 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 178.31 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Woepower the iron pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +6% darkness / +6% physical Changes resistances penetration: +15% darkness Changes damage: +9% light Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+7 eff.) Maximum life: +43.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ensia the Ogre Sun Paladin level 11
5th Flare 122nd year of Ascendancy at 18:19 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Ensia the Ogre Sun Paladin level 25
79th Dusk 122nd year of Ascendancy at 00:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ensia the Ogre Sun Paladin level 22
60th Dusk 122nd year of Ascendancy at 17:44 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ensia the Ogre Sun Paladin level 29
9th Haze 122nd year of Ascendancy at 10:49 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ensia the Ogre Sun Paladin level 31
16th Haze 122nd year of Ascendancy at 05:49 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ensia the Ogre Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 08:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ensia the Ogre Sun Paladin level 20
34th Dusk 122nd year of Ascendancy at 19:34 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ensia the Ogre Sun Paladin level 30
13rd Haze 122nd year of Ascendancy at 02:43 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ensia the Ogre Sun Paladin level 20
50th Dusk 122nd year of Ascendancy at 21:56 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ensia the Ogre Sun Paladin level 20
38th Dusk 122nd year of Ascendancy at 10:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ensia the Ogre Sun Paladin level 6
1st Mirth 122nd year of Ascendancy at 05:54 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ensia the Ogre Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 19:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ensia the Ogre Sun Paladin level 25
1st Time of Equilibrium 122nd year of Ascendancy at 06:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ensia the Ogre Sun Paladin level 16
16th Dusk 122nd year of Ascendancy at 16:30 see stats
Log
Nerubeth the corrupted acidic digestor's Netherblast hits Ensia for 248 temporal, 176 darkness (424 total damage).
Emelawe the corrupted plasmic disruptor uses Sunder Mind.
Ensia's mental functions have been impaired.
A shield forms around Ensia.
Emywe the corrupted protosentient globula shares damage with his oozes!
Ensia receives 86 healing from Ensia's healing light area effect.
Emelawe the corrupted plasmic disruptor hits Ensia for 188 mind damage.
Nerubeth the corrupted acidic digestor's acid area effect hits Nerubeth the corrupted acidic digestor for 47 acid damage.
Nerubeth the corrupted acidic digestor's acid area effect hits Corrupted protosentient globula for 53 acid damage.
Nerubeth the corrupted acidic digestor's acid area effect hits Bloated ooze for 32 acid damage.
Nerubeth the corrupted acidic digestor's acid area effect hits Ensia for 48 acid damage.
Nerubeth the corrupted acidic digestor's acid area effect hits Armoured skeleton warrior for (13 absorbed), 0 acid (0 total damage).
Nerubeth the corrupted acidic digestor's acid area effect hits Armoured skeleton warrior for (13 absorbed), 0 acid (0 total damage).
Nerubeth the corrupted acidic digestor's acid area effect hits Bloated ooze for 27 acid damage.
Nerubeth the corrupted acidic digestor's acid area effect hits Emywe the corrupted protosentient globula for 4 acid damage.
Ensia speeds up.
Your shield crumbles under the damage!
The shield around Ensia crumbles.
Talent Suncloak is ready to use.
Talent Rune: Biting Gale is ready to use.
Armoured skeleton warrior rearms.
Armoured skeleton warrior rearms.
Self-Judgement hits Ensia for 11 Bleed damage.
Nihil from Nerubeth the corrupted acidic digestor hits Ensia for (73 absorbed), 0 temporal (0 total damage).
Self-Destruction hits Ensia for 91 damage.
Ensia hits Ensia for (13 absorbed), 8 healing (0 total damage) [8 healing].
Nerubeth the corrupted acidic digestor loses 15 health to the entropy.
A void star appears around Nerubeth the corrupted acidic digestor.
Corrupted protosentient globula misses Ensia.
Emywe the corrupted protosentient globula casts Invoke Darkness.



















































































































