Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Everything is Unique! 1.3.1Bite-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. Items Vault 1.3.0Donators/Buyers bonus! Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Doombringer |
Level / Exp | 137 / 17% |
Size | big |
Lifes / Deaths | Killed by Belnt the uruivellas at level 46 on the 35th Haze 122nd year of Ascendancy at 04:00 1 / 6Killed by forge-giant at level 47 on the 35th Haze 122nd year of Ascendancy at 08:45 Killed by Ce'Nath the elven corruptor at level 104 on the 53rd Haze 122nd year of Ascendancy at 03:39 Killed by Mehen the shalore at level 108 on the 54th Haze 122nd year of Ascendancy at 17:27 Killed by Ce'Noseriassra the giant blue ant at level 126 on the 61st Haze 122nd year of Ascendancy at 13:45 Killed by Neruldalle the devourer at level 137 on the 63rd Haze 122nd year of Ascendancy at 01:45 |
Primary Stats
Strength | 191 (base 100) |
Dexterity | 54 (base 10) |
Constitution | 207 (base 100) |
Magic | 142 (base 100) |
Willpower | 71 (base 10) |
Cunning | 113 (base 55) |
Resources
Life | 2561/6010 |
Positive | 0/458 |
Stamina | 716/716 |
Vim | 3/545 |
Healing Factor | 0.99857142857143 |
Regeneration | 31.6636045199 |
Speed
Mental | -77.462885030834% |
Attack | -77.462885030834% |
Movement | -21% |
Spell | -77.462885030834% |
Global | +138.07029999171% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 600 |
Accuracy | 97 |
Crit Chance | 170% |
APR | 84 |
Speed | 3.99 |
Offense: Spell
Spellpower | 91.8 |
Crit Chance | 77% |
Speed | 4.4371251660568 |
Offense: Mind
Mindpower | 69.725 |
Crit Chance | 82% |
Speed | 4.4371251660568 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 212.27374120717 (100%) |
Defense | 17.412681225765 |
Ranged Defense | 17.412681225765 |
Fatigue | 2 |
Physical Save | 113.27083333333 |
Spell Save | 102.64583333333 |
Mental Save | 96.345 |
Defense: Resistances
All | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 37% |
Confusion Resistance | 92% |
Blind Resistance | 32% |
Silence Resistance | 25% |
Bleed Resistance | 10% |
Pinning Resistance | 29% |
Disarm Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (444% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 227 with a minimum range of 15. Its effects scale with your Constitution 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 623 damage for 3 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1218 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 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 or mental effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 5/5 |
| 1/5 |
| 12/5 |
| 8/5 |
Corruption / Torture | 1.30 |
| 12/5 |
| 9/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 1/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Fearfire | 1.10 |
| 12/5 |
| 5/5 |
| 1/5 |
| 12/5 |
Corruption / Wrath | 1.30 |
| 12/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Brutality | 1.30 |
| 12/5 |
| 4/5 |
| 5/5 |
| 12/5 |
Generic Talents
Corruption / Demonic strength | 1.50 |
| 1/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Combat training | 1.50 |
| 12/5 |
| 11/5 |
| 8/5 |
| 12/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 7/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 2/5 |
| 12/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Incinerating Blows |
talent | Secrets of the Eternals |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Abyssal Shield |
talent | Fearscape Aura |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 77%. Cripple |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Huge cut that bleeds, doing 31.57 physical damage per turn and decreasing all heals received by 63%. Deep Wound |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 216, defense by 73 and looses all evasion bonus from being unseen. Illumination |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | Huge cut that bleeds, doing 2.51 physical damage per turn. Bleeding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 regenade 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 failed to protect the injured seer from death by Mayenn the war bear. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed electric eel tail. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of bone giant dust. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed sandworm tooth. * You've found the needed green worm. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within7 lumberjacks have died. | done |
Equipment
On feet | Gydhelaith (0 def, 5 armour) Gydhelaith (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +7 Str / +4 Dex / +4 Mag / +6 Wil / +10 Cun / +12 Con Changes resistances: +14% fire / +15% cold Changes resistances penetration: +5% arcane Critical mult.: +10.00% Maximum encumbrance: +41 Physical save: +36 (+6 eff.) Spell save: +20 (+3 eff.) Mental save: +48 (+9 eff.) Mana each turn: +0.59 Maximum mana: +58.00 Maximum vim: +10.00 Spell crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +26% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.2 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 255.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 255.53 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Tainthunter (6 def, 14 armour) Tainthunter (6 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +14 Defense: +6 (+4 eff.) Fatigue: +3% Damage when hit (Melee): 8 physical Changes stats: +19 Str / +10 Wil / +11 Con Changes resistances: +11% acid / +7% lightning / +11% cold / +11% blight / +10% fire / +3% nature / +5% all Changes damage: +9% nature / +9% light Reduces incoming crit damage: 17.00% Physical save: +31 (+5 eff.) Mental save: +32 (+6 eff.) Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Tool | iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glowrot the voratun ring Glowrot the voratun ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Armour: +38 Effects on melee hit: * 33% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +19 Str / +8 Mag / +1 Wil / +5 Cun / +11 Con Changes resistances: +1% physical / +40% fire Changes damage: +9% light / +20% fire Grants telepathy: Dragon Physical save: +20 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +50% Only die when reaching: -20.00 life Spellpower: +15 (+3 eff.) Healing mod.: +20% Rings can have magical properties. |
On fingers | Growthborn GrowthbornPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +22 (+4 eff.) Physical power: +11 (+2 eff.) Defense: +25 (+14 eff.) Fatigue: -8% Changes stats: +6 Dex / +7 Mag / +7 Wil / +13 Cun / +3 Con Changes resistances: +9% mind / +12% darkness Changes damage: +3% nature / +3% mind Maximum encumbrance: +32 Spell save: +14 (+2 eff.) Silence immunity: +20% Stun/Freeze immunity: +5% Life regen: +1.40 Maximum life: +76.00 Maximum stamina: +28.00 Spellpower: +22 (+4 eff.) Mindpower: +11 (+3 eff.) Movement speed: +19% Healing mod.: +21% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. |
Around waist | Serpentcrypt the rough leather belt Serpentcrypt the rough leather beltInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Con Changes resistances: +6% acid / +3% temporal / +6% cold / +6% fire / +9% nature / +6% lightning Changes resistances penetration: +10% nature Changes damage: +9% temporal Physical save: +12 (+2 eff.) Mindpower: +4 (+1 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Velikira the Blindspawn (78-117 power, 4 apr) Velikira the Blindspawn (78-117 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 20% chance to inflict damage reduction * 49% chance to daze * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +252 insidious poison / +28 acid / +4 mind Burst (radius 1) on hit: +4 mind / +4 temporal When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +62 Physical crit. chance: +83.0% Physical power: +19 (+3 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness Changes stats: +6 Str / +15 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +6% temporal / +6% mind / +12% all Changes resistances penetration: +14% lightning / +21% physical / +46% darkness / +20% nature / +27% mind Changes damage: +9% mind / +17% physical Critical mult.: +56.00% Massive two-handed battleaxes. |
On hands | Korugorn the drakeskin leather gloves (0 def, 27 armour) Korugorn the drakeskin leather gloves (0 def, 27 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +27 Armour Hardiness: +14% Damage (Melee): 29 fire Changes stats: +5 Str / +5 Dex / +4 Cun / +16 Con Changes resistances: +6% nature / +15% physical / +3% light / +17% fire Changes damage: +6% acid / +20% fire Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 10.00% Physical save: +46 (+8 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Cut immunity: +10% Silence immunity: +5% Disarm immunity: +38% Life regen: +6.00 Stamina each turn: +1.10 Psi each turn: +0.37 It can be used to activate talent Juggernaut, 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: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Isladarin (5 def, 51 armour) Isladarin (5 def, 51 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +51 Defense: +5 (+4 eff.) Fatigue: +36% Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 86 acid / 88 fire Damage when hit (Melee): 61 acid / 58 fire Changes stats: +26 Str / +10 Mag / +11 Wil / +3 Cun / +27 Con Changes resistances: +130% acid / +25% physical / -39% light / +49% darkness / +189% fire / +24% cold / +59% lightning Changes resistances penetration: +15% temporal Changes damage: +15% mind / +3% temporal Allows you to breathe in: water Physical save: +35 (+6 eff.) Spell save: +17 (+3 eff.) Mental save: +20 (+4 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.04 Maximum life: +98.00 Maximum hate: +2.00 Spellpower: +20 (+4 eff.) Spell crit. chance: +10% Mindpower: +27 (+7 eff.) Mental crit. chance: +14% 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 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | Flarevile (9 def, 0 armour) Flarevile (9 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +9 (+6 eff.) Fatigue: -12% Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +7 Dex / +5 Wil / +10 Cun / +4 Con Changes resistances: +8% acid / +8% lightning / +19% light / +30% fire / +16% blight / +8% cold / +16% nature / +18% darkness Changes resistances penetration: +14% darkness Changes damage: +14% darkness / +9% mind Critical mult.: +10.00% Stealth bonus: +28 Physical save: +19 (+3 eff.) Mental save: +41 (+7 eff.) Life regen: +2.20 Hate when firing a critical mind attack: +5.00 Only die when reaching: -50.00 life Maximum life: +199.00 Maximum stamina: +28.00 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +11% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Woestrider WoestriderPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +27 (+5 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Defense: +22 (+12 eff.) Fatigue: -7% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 lightning / 4 darkness / 4 mind Changes stats: +6 Dex / +3 Mag / +12 Wil / +6 Cun / +13 Con / +19 Lck Changes resistances: +18% lightning / +14% temporal / +18% light / +3% acid / +33% darkness Changes resistances penetration: +25% mind / +20% darkness Changes damage: +3% acid / +6% temporal / +6% light / +5% physical / +17% darkness Critical mult.: +14.00% Physical save: +38 (+6 eff.) Spell save: +16 (+3 eff.) Mental save: +33 (+6 eff.) Blindness immunity: +32% Confusion immunity: +32% Pinning immunity: +29% Stun/Freeze immunity: +32% Knockback immunity: +30% Life regen: +4.00 Stamina each turn: +0.80 Maximum life: +98.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Mindpower: +18 (+4 eff.) Movement speed: +10% Reduce all damage from unseen attackers: 28% Amulets can have magical properties. |
Inventory
movement infusion (361% speed; 6 turns) movement infusion (361% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 361% 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. 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. |
wild infusion of the wizard (resist 34%; cure magical, mental) wild infusion of the wizard (resist 34%; cure magical, mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 34% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
phase door rune of the titan (range 20; power 58; dur 3) phase door rune of the titan (range 20; power 58; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (444% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
protective steel amulet of vision protective steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+5 eff.) Changes resistances cap: +4% all Physical save: +15 (+2 eff.) Blindness immunity: +22% Infravision radius: +6 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
restful copper amulet of manastreaming restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +1 Mag Life regen: +1.00 Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Amulets can have magical properties. |
steel ring of tenacity steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. |
titan's copper ring of frost (+24%) titan's copper ring of frost (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +4 (+1 eff.) Rings can have magical properties. |
Garig the Dimjustice (64-96 power, 3 apr) Garig the Dimjustice (64-96 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 64.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 41% chance to corrode armour * 37% chance to cause random gloom * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +63 insidious poison / +12 darkness / +30 mind Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +35 Physical crit. chance: +38.0% Physical power: +19 (+3 eff.) Defense: +7 (+5 eff.) Damage when hit (Melee): 16 mind Changes stats: +7 Str / +9 Cun / +11 Wil Changes resistances: +3% darkness Changes resistances penetration: +17% acid / +19% physical / +19% mind / +17% darkness Changes damage: +9% blight / +33% physical Critical mult.: +31.00% Mental save: +32 (+6 eff.) Disarm immunity: +62% Life regen: +3.00 Stamina when hit: +3.00 Equilibrium when hit: +0.08 Maximum hate: +2.00 Massive two-handed battleaxes. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 60% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 229.90 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Galedrakhad the dwarven-steel greatmaul (53-79.5 power, 2 apr) Galedrakhad the dwarven-steel greatmaul (53-79.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 20% chance to torment the target Damage (Melee): +8 blight Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +3% mind Changes resistances penetration: +10% mind / +12% darkness Changes damage: +12% mind Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 60% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Burst (radius 2) on crit: +24 dazing lightning When wielded/worn: Armour: +2 Changes stats: +4 Dex / +4 Mag / +4 Cun Changes resistances: +2% all Changes damage: +8% lightning Aquamarine: Lightning It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
elemental voratun greatsword of shearing (63-100.8 power, 4 apr) elemental voratun greatsword of shearing (63-100.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +13 Changes resistances penetration: +21% acid / +19% physical / +19% cold / +21% lightning / +17% fire Changes damage: +14% physical Massive two-handed swords. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 369.63 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Aeruldir the Unlightpiercer Aeruldir the UnlightpiercerRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +2 darkness Burst (radius 2) on crit: +2 darkness When wielded/worn: Physical power: +6 (+1 eff.) Ammo reloads per turn: +2 Changes stats: +2 Str / +2 Mag Changes resistances: +3% darkness / +6% acid Changes resistances penetration: +6% temporal / +6% physical Changes damage: +6% acid / +6% temporal / +6% darkness / +6% physical Talent mastery: +0.20 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Lisygath the iron waraxe (12.5-17.5 power, 2 apr) Lisygath the iron waraxe (12.5-17.5 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.5 - 17.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 insidious poison / +4 blight When wielded/worn: Defense: +2 (+2 eff.) Ranged Defense: +2 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Wil Changes resistances: +3% acid / +4% all Changes resistances penetration: +6% nature One-handed war axes. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt of life grounding rough leather belt of lifeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Life regen: +0.60 Healing mod.: +11% A belt that goes around your waist. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+6 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 14 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Terak (1 def, 0 armour) Terak (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +13% darkness Changes resistances penetration: +6% darkness / +10% arcane Changes damage: +6% darkness / +3% blight Critical mult.: +5.00% Stealth bonus: +9 Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -50.00 life Maximum life: +36.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) enveloping linen cloak of the Shaloren (6 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+4 eff.) Changes stats: +1 Mag / +2 Wil Physical save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+7 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 74.50 to 93.13 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+7 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Emelylle the pair of rough leather boots (0 def, 1 armour) Emelylle the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% mind Changes damage: +3% mind Grants telepathy: Humanoid/Orc Mental save: +10 (+2 eff.) Equilibrium when hit: +0.08 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.3 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Aeraldamina the Moldfame (0 def, 7 armour) Aeraldamina the Moldfame (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +7 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 6 arcane / 6 physical Damage when hit (Melee): 12 acid Changes stats: +4 Mag / +4 Wil / +2 Cun Changes resistances: +6% acid / +3% nature / +4% arcane / +6% darkness Changes damage: +6% acid / +4% physical Infravision radius: +2 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 38 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Bethamina (0 def, 1 armour) Bethamina (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +1 Changes stats: +2 Str / +1 Dex / +2 Mag / +4 Cun Changes resistances: +9% blight / +6% light / +18% darkness Physical save: +20 (+3 eff.) Silence immunity: +5% Stun/Freeze immunity: +5% Teleport immunity: +10% Infravision radius: +4 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 38 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+3) (0 def, 1 armour) iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex Metal gloves protecting the hands up to the middle of the lower arm. |
radiant iron gauntlets of strength (+2) (0 def, 1 armour) radiant iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +1 Damage (Melee): 7 light Changes stats: +2 Str Changes resistances: +5% light Changes damage: +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of dexterity (+3) (0 def, 3 armour) iron helm of dexterity (+3) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm (0 def, 4 armour) werebeast's dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Dex / +2 Cun / +3 Con Changes resistances: -19% light Life regen: +3.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nightwish (6 def, 4 armour) Nightwish (6 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Ranged Defense: +4 (+3 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +9% light / +6% fire / +6% mind / +3% nature Mental save: +12 (+2 eff.) Disarm immunity: +5% Life regen: +1.20 Maximum life: +52.00 Healing mod.: +14% A suit of armour made of mail. |
iron mail armour 'Boltpython' (2 def, 4 armour) iron mail armour 'Boltpython' (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 6 light / 20 mind Changes stats: +8 Cun / +11 Wil Changes resistances: +13% blight / +6% lightning / +3% mind / +13% darkness Changes resistances penetration: +5% lightning Changes damage: +9% mind / +6% lightning Mental save: +22 (+4 eff.) Light radius: +1 A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+6 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 71.80 to 215.40 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Breezestreak (9 def, 23 armour) Breezestreak (9 def, 23 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +9 (+6 eff.) Fatigue: +17% Damage when hit (Melee): 11 light / 16 nature Changes stats: +6 Str / +1 Mag / +4 Wil / +5 Con Changes resistances: +23% blight / +15% fire / +20% darkness / +6% nature Changes resistances penetration: +15% nature Physical save: +12 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +118.00 Light radius: +1 Damage Shield penetration: +30% A suit of armour made of metal plates. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
235 alchemist agate 235 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+4 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+4 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+5 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+5 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+3 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (127 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 (+4 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet 3 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. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 104 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
amethyst 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. |
3 quartz 3 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% Latent Damage Type: Cold 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. |
5 citrine 5 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. |
Achievements
By Flames the Shalore Doombringer level 18
22nd Haze 122nd year of Ascendancy at 16:48 see stats
By Flames the Shalore Doombringer level 73
47th Haze 122nd year of Ascendancy at 08:28 see stats
By Flames the Shalore Doombringer level 17
3rd Dusk 122nd year of Ascendancy at 09:36 see stats
By Flames the Shalore Doombringer level 7
78th Pyre 122nd year of Ascendancy at 02:07 see stats
By Flames the Shalore Doombringer level 10
79th Pyre 122nd year of Ascendancy at 12:42 see stats
By Flames the Shalore Doombringer level 20
30th Haze 122nd year of Ascendancy at 07:30 see stats
By Flames the Shalore Doombringer level 30
32nd Haze 122nd year of Ascendancy at 03:50 see stats
By Flames the Shalore Doombringer level 40
33rd Haze 122nd year of Ascendancy at 17:03 see stats
By Flames the Shalore Doombringer level 50
35th Haze 122nd year of Ascendancy at 13:07 see stats
By Flames the Shalore Doombringer level 50
35th Haze 122nd year of Ascendancy at 19:08 see stats
By Flames the Shalore Doombringer level 106
53rd Haze 122nd year of Ascendancy at 08:12 see stats
By Flames the Shalore Doombringer level 64
44th Haze 122nd year of Ascendancy at 02:01 see stats
By Flames the Shalore Doombringer level 47
35th Haze 122nd year of Ascendancy at 11:10 see stats
By Flames the Shalore Doombringer level 46
35th Haze 122nd year of Ascendancy at 03:53 see stats
By Flames the Shalore Doombringer level 10
79th Pyre 122nd year of Ascendancy at 13:04 see stats
By Flames the Shalore Doombringer level 100
52nd Haze 122nd year of Ascendancy at 17:16 see stats
By Flames the Shalore Doombringer level 17
10th Mirth 122nd year of Ascendancy at 06:18 see stats
By Flames the Shalore Doombringer level 21
30th Haze 122nd year of Ascendancy at 11:14 see stats
Log
Something hits Flames for 1 physical, 1 temporal, 56 light, 8 darkness, 7 light, 1 darkness, 1 physical, 1 temporal, 57 light, 8 darkness, 7 light, 1 darkness (150 total damage).
Flames hits Something for 0 lightning, 4 darkness, 0 fire, 0 acid, 1 physical, 0 blight, 0 mind, 0 arcane, 0 lightning, 4 darkness, 0 fire, 0 acid, 1 physical, 0 blight, 0 mind, 0 arcane (11 total damage).
There is an entrance to the Sher'Tul ruins here (press '' or right click to use).
Deep Wound from Neruldalle the devourer hits Flames for 1 physical damage.
Bleeding from Neruldalle the devourer hits Flames for 0 physical damage.
Something hits Flames for 12 light damage.
Something performs a melee critical strike against Flames!
Something performs a melee critical strike against Flames!
Flames shrugs off the critical damage!
Something hits Flames for 158 physical, 36 light, 5 darkness, 68 physical, 36 light, 5 darkness (307 total damage).
Flames hits Something for 0 lightning, 4 darkness, 0 fire, 0 acid, 1 physical, 0 blight, 0 mind, 0 arcane, 0 lightning, 4 darkness, 0 fire, 0 acid, 1 physical, 0 blight, 0 mind, 0 arcane (11 total damage).
You notice a hole that could fit the gem key you found earlier, inserting it reveals the passage to the next level.
Quest 'Sher'Tul Fortress' status updated! (Press 'j' to see the quest log)
There is a stair back to the lake of Nur here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Flames deactivates Horrifying Blows.
Flames is not cripple anymore.
Flames stops bleeding.
Flames is not stunned anymore.
Flames deactivates Abyssal Shield.
Flames deactivates Flame of Urh'Rok.
Flames stops bleeding.
Flames deactivates Share the Pain.
Flames deactivates Secrets of the Eternals.
Flames deactivates Fearscape Aura.
Flames deactivates Incinerating Blows.