











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.5.0Official 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logical Alchemists 1.3.3Makes alchemists focus on creating elixirs that you are not currently helping them with. 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Embers of Rage 1.5.0Official 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:
Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.5.9Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 28 / 23% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 91 (base 60) |
| Dexterity | 42.340449927278 (base 10) |
| Constitution | 23 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 75 (base 56) |
| Cunning | 18.940449927278 (base 10) |
Resources
| Life | 759/759 |
| Hate | 48/100 |
| Equilibrium | 33 |
| Healing Factor | 1.2908063619049 |
| Regeneration | 1.3553466800002 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 13 |
| See Stealth | 5 |
| See Invisible | 34 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 149 |
| Accuracy | 42 |
| Crit Chance | 13% |
| APR | 8 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 42 |
| Crit Chance | 9% |
| APR | 5 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +5% |
| Lightning | +9% |
| Physical | +11% |
| All | +0% |
Offense: Damage Penetration
| Physical | +15% |
| Fire | +10% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 76.483785018144 (86.422018348624%) |
| Defense | 33 |
| Ranged Defense | 40 |
| Fatigue | 14 |
| Physical Save | 45 |
| Spell Save | 24 |
| Mental Save | 42 |
Defense: Resistances
| Blight | 23%( 70%) |
| Arcane | 9%( 70%) |
| Cold | 39%( 70%) |
| All | 4%( 70%) |
| Lightning | 30%( 70%) |
| Darkness | 19%( 70%) |
| Light | 10%( 70%) |
| Temporal | 8%( 70%) |
| Physical | 45%( 71%) |
| Mind | -8%( 70%) |
| Fire | 17%( 70%) |
| Nature | 35%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Teleport Resistance | 0% |
| Confusion Resistance | 27% |
| Fear Resistance | 28% |
| Knockback Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 34% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 682% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Slaughter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Repel |
| talent | Gloom |
| talent | Stalk |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +18% off-hand weapon damage Power 2+: -3 Luck, +7 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 17.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 11 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -2 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed red crystal shard. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed pouch of luminous horror dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed giant spider spinneret. * You&WHITELIGHT_GREEN039;ve found the needed wretchling eyeball. * You&WHITELIGHT_GREEN039;ve found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...& | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 within6 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 | Haridan the Vipersnake (Misfortune) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +6 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Dex / +2 Con Changes resistances: +1% physical Stamina each turn: +0.40 Infravision radius: +1 Healing mod.: +15% Curse of Misfortune A pair of boots made of leather. |
| Light source | Chamudrarig the alchemist&Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Changes stats: +4 Wil Critical mult.: +14.00% Spell save: +9 (+4 eff.) Blindness immunity: +34% Confusion immunity: +16% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +30.00 Light radius: +11 See stealth: +5 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Beyrim the dwarven-steel helm (Corpses) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +10 Str / +6 Dex / +1 Wil Changes resistances: +14% lightning / +14% temporal / +5% arcane / +3% cold Mental save: +8 (+3 eff.) Light radius: +2 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cyrethra the dwarven-steel gauntlets (Madness) (9 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +5 Dex / +2 Mag Stamina each turn: +0.20 Light radius: +2 Infravision radius: +2 See invisible: +9 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Ereludulen the Radiancegasher (dig speed 19 turns)Infused by nature 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind * 15% chance to inflict 15% damage reduction Changes stats: +2 Str Changes resistances: +16% darkness / +12% nature / +6% light Changes resistances penetration: +15% light Changes damage: +5% nature Damage affinity(heal): +30% darkness Infravision radius: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
| On fingers | psionicist&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% physical Changes damage: +11% physical Mental save: +6 (+2 eff.) Rings can have magical properties. |
| Around neck | steel amulet &039;Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil / +4 Con Changes resistances: +13% lightning / +13% cold / +14% fire Changes resistances penetration: +10% physical Physical save: +20 (+6 eff.) Stun/Freeze immunity: +26% Amulets can have magical properties. |
| In main hand | voratun waraxe &039; (Misfortune) (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * Slows global speed by 20% Damage (Melee): +13 darkness Burst (radius 2) on crit: +4 nature / +11 fire Damage against: +20% Living When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Changes stats: +5 Dex / +2 Con Changes resistances penetration: +10% fire Global speed: +3% Curse of Misfortune One-handed war axes. |
| Around waist | Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Flashfist (Madness) (14-19.6 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +7 (+2 eff.) Fatigue: -8% Changes stats: +6 Str / +2 Dex / +2 Cun Changes damage: +9% lightning See invisible: +12 Curse of Madness One-handed war axes. |
| Cloak | Prismdream (Madness) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Changes resistances penetration: +10% light Grants telepathy: Dragon Talent mastery: +0.30 Technique / Combat training Spell save: -13 (-9 eff.) Stamina each turn: +0.60 Mana each turn: -0.31 Maximum psi: +50.00 Mental crit. chance: +2% Light radius: +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Eluth (Madness) (23 def, 45 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +45 Defense: +23 (+10 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +17% Changes stats: +2 Cun / +2 Str Changes resistances: +4% physical Changes resistances penetration: +5% physical Physical save: +11 (+3 eff.) Mental save: +16 (+5 eff.) Curse of Madness A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 238)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 238 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 247)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 247 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 252)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+8 for 8 turns, die at -381)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: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 8 turns. While Heroism is active, you will only die when reaching -381 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (323% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 323% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 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. |
movement infusion of the psychic (538% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 538% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower 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. |
wild infusion of the psychic (resist 22%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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. |
Durorand the VilequeenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 20 nature Changes resistances: +12% lightning / +7% physical / +9% nature Changes damage: +18% nature Stamina each turn: +0.40 Amulets can have magical properties. |
Silytira the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex / +6 Con Changes damage: +9% blight Physical save: +12 (+4 eff.) Spell save: +30 (+15 eff.) Life regen: +1.80 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +73.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
StrikeflashInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 mind / 12 lightning Changes stats: +3 Con Changes resistances: +9% lightning Changes resistances penetration: +25% mind Physical save: +7 (+2 eff.) Life regen: +0.80 Maximum life: +32.00 Amulets can have magical properties. |
Toxinglean the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +16% mind / +20% nature Changes damage: +24% nature / +9% mind Confusion immunity: +28% Amulets can have magical properties. |
Urorain the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Mag Physical save: +19 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +11 (+4 eff.) Teleport immunity: +50% Mana when firing critical spell: +3.00 Maximum mana: +60.00 It can be used to teleport you randomly (rad 38), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
clarifying steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +10% mind Confusion immunity: +21% Amulets can have magical properties. |
cleansing copper amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% nature / +11% blight Poison immunity: +23% Disease immunity: +21% Amulets can have magical properties. |
copper amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Amulets can have magical properties. |
copper amulet of perfection (0.13 Cursed / Endless hunt,0.13 Cursed / Cursed form)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.13 Cursed / Cursed form +0.13 Cursed / Endless hunt Amulets can have magical properties. |
grounding copper amulet of mastery (0.11 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.11 Cunning / Survival Stun/Freeze immunity: +26% Amulets can have magical properties. |
steel amulet &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 fire Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +3% acid / +6% fire Changes resistances penetration: +5% acid Changes damage: +9% acid Life regen: +0.50 Stamina each turn: +0.60 Movement speed: +10% Amulets can have magical properties. |
steel amulet &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +3 Str / +2 Mag / +7 Wil / +3 Cun / +2 Con Changes damage: +7% blight / +9% fire Critical mult.: +13.00% Spellpower: +5 (+5 eff.) Amulets can have magical properties. |
steel amulet &039;Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Cun / +4 Con Changes resistances penetration: +10% arcane Cut immunity: +40% Spell crit. chance: +1% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 234 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Bleakwedge the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 nature Changes damage: +9% nature / +30% darkness Stun/Freeze immunity: +22% Life regen: +1.90 Rings can have magical properties. |
Carrionpain the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +22% acid / +5% arcane Changes damage: +11% acid / +6% arcane / +18% nature Rings can have magical properties. |
Cloudpall the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +9% nature Changes resistances penetration: +20% lightning Changes damage: +24% lightning Mental save: +7 (+2 eff.) Confusion immunity: +24% Rings can have magical properties. |
Elenurohad the LightningtorrentPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +10% lightning / +20% darkness Changes damage: +6% lightning Silence immunity: +22% Stun/Freeze immunity: +40% Life regen: +2.30 Mana each turn: +0.16 Rings can have magical properties. |
Emelerelle the MuckraptorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Mag / +6 Wil Changes resistances: +13% arcane Changes damage: +13% arcane / +9% nature Maximum encumbrance: +26 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +8 (+8 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
Faloromigen the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +5.0% Armour: +4 Damage when hit (Melee): 20 blight Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +9 (+3 eff.) Rings can have magical properties. |
FurnacespitterInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Changes resistances: +9% acid / +9% fire Changes resistances penetration: +15% acid Changes damage: +30% acid Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
GrinikhadPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex / +3 Wil Silence immunity: +30% Disarm immunity: +29% Pinning immunity: +22% Knockback immunity: +30% Mana each turn: +0.19 Maximum life: +23.00 Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
GunorabCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +10 Changes resistances: +18% cold Changes damage: +5% all Confusion immunity: +5% Stun/Freeze immunity: +20% Spellpower: +9 (+9 eff.) Mindpower: +8 (+2 eff.) Rings can have magical properties. |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 24 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Tulochak the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Wil Changes damage: +27% acid Mental save: +8 (+3 eff.) Maximum hate: +6.00 Maximum psi: +50.00 Mental crit. chance: +2% Rings can have magical properties. |
UlolagarPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Damage (Melee): 27 light Effects on ranged hit: * 14% chance to blind Damage (Ranged): 28 light Changes stats: +5 Mag Changes resistances: +12% temporal Changes damage: +12% temporal Spell save: +19 (+9 eff.) Hate when firing a critical mind attack: +1.00 Spellpower: +6 (+6 eff.) Rings can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
psionicist&Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings can have magical properties. |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
steel ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +2.0% Changes stats: +5 Con / +5 Mag Changes resistances: +12% light Physical save: +15 (+5 eff.) Spell save: +10 (+5 eff.) Confusion immunity: +15% Rings can have magical properties. |
steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Physical save: +20 (+6 eff.) Spell save: +30 (+15 eff.) Confusion immunity: +10% Pinning immunity: +15% Teleport immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
steel ring &039;Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +9% fire / +11% mind / +3% temporal Changes damage: +11% mind Blindness immunity: +23% Mindpower: +6 (+2 eff.) Infravision radius: +4 See stealth: +6 See invisible: +5 Rings can have magical properties. |
titan&Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +26% Rings can have magical properties. |
warrior&Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +10% arcane Changes damage: +10% arcane Rings can have magical properties. |
Bethidarin (Madness) (11-14.3 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Armour penetration: +2 Armour: +6 Damage when hit (Melee): 16 physical Changes stats: +2 Str / +4 Con Physical save: +6 (+2 eff.) Curse of Madness Sharp, short and deadly. |
Blindvenom the steel dagger (Shrouds) (12-15.6 power, 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: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 mind When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Changes resistances: +12% mind / +6% darkness Critical mult.: +9.00% Curse of Shrouds Sharp, short and deadly. |
Shantiz the Stormblade (Madness) (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (Nightmares) (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Nightmares This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Veliritira the steel dagger (Madness) (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +7 (+2 eff.) Fatigue: -8% Changes stats: +8 Cun / +3 Dex Reduces incoming crit damage: 10.00% Infravision radius: +3 Curse of Madness Sharp, short and deadly. |
Aruvena (Shrouds) (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 20 bleeding, 66% reduced healing Damage (Melee): +4 acid / +19 temporal / +26 nature When wielded/worn: Physical crit. chance: +8.0% Physical power: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% arcane / +9% lightning Curse of Shrouds Sharp, long, and deadly. |
Blazecutter (Nightmares) (30-42 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 arcane When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +5 Physical power: +7 (+1 eff.) Damage when hit (Melee): 16 lightning Changes stats: +3 Con Changes resistances penetration: +15% physical Changes damage: +9% arcane Disarm immunity: +18% Curse of Nightmares Sharp, long, and deadly. |
steel longsword &039; (Corpses) (12-16.8 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +5 Dex / +2 Wil / +4 Con Changes resistances penetration: +20% mind Changes damage: +9% mind Disarm immunity: +24% Curse of Corpses Sharp, long, and deadly. |
Korydragorn the iron mace (Corpses) (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +17 insidious poison When wielded/worn: Changes stats: +3 Dex / +3 Mag Changes resistances: +6% blight Changes damage: +15% blight Reduces incoming crit damage: 15.00% Light radius: +3 See invisible: +12 Curse of Corpses Blunt and deadly. |
Toriblek the steel waraxe (Shrouds) (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 30 arcane resource burn * Slows global speed by 20% Damage (Melee): +9 temporal / +8 nature When wielded/worn: Changes resistances: +6% blight / +21% fire / +6% temporal Curse of Shrouds One-handed war axes. |
steel waraxe &039; (Misfortune) (22-30.8 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +8 arcane When wielded/worn: Changes resistances: +12% mind / +5% arcane Changes resistances penetration: +15% arcane / +5% mind Changes damage: +6% arcane Curse of Misfortune One-handed war axes. |
Getesus (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Changes stats: +2 Cun Grants telepathy: Dragon Critical mult.: +10.00% Stealth bonus: +5 Equilibrium when hit: +0.04 Maximum psi: +10.00 Curse of Shrouds A belt that goes around your waist. |
Gunudesta (Misfortune)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun / +7 Dex Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) Light radius: +3 Infravision radius: +1 Curse of Misfortune A belt that goes around your waist. |
Ivotha the rough leather belt (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +5% lightning / +6% temporal / +5% arcane / +3% acid Blindness immunity: +15% Stun/Freeze immunity: +20% Curse of Madness A belt that goes around your waist. |
Mayowe the hardened leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +8% fire / +8% cold Mental save: +30 (+10 eff.) Mindpower: +14 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +30 Curse of Nightmares A belt that goes around your waist. |
Rope Belt of the Thaloren (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) Curse of Corpses The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing rough leather belt of the giants (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +2 (+0 eff.) Changes stats: +3 Cun / +4 Dex Spell save: +6 (+3 eff.) Mental crit. chance: +6% Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Shineresolve (Shrouds) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 arcane Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +10% arcane Mental crit. chance: +5% Light radius: +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Belutira the pair of rough leather boots (Nightmares) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +2% physical Changes resistances penetration: +5% physical Only die when reaching: -40.00 life Healing mod.: +5% Curse of Nightmares A pair of boots made of leather. |
Berytorek (Misfortune) (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 20 acid Changes stats: +2 Str / +3 Con Changes resistances: +9% mind / +6% acid Changes resistances penetration: +10% mind Changes damage: +9% mind Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. 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& |
Bethatha the Torchsmasher (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Lck / +5 Dex Changes resistances: +6% blight / +9% cold / +5% arcane Changes resistances penetration: +25% fire Stealth bonus: +8 Curse of Shrouds A pair of boots made of leather. |
Frost Treads (Madness) (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Furnacejustice the pair of rough leather boots (Nightmares) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +4 Con Changes resistances: +24% fire Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Mental save: +13 (+4 eff.) See invisible: +21 Curse of Nightmares A pair of boots made of leather. |
Mayith the pair of rough leather boots (Nightmares) (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -4% Changes resistances: +1% physical Changes resistances penetration: +15% mind Changes damage: +6% mind Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Blindness immunity: +10% Cut immunity: +10% Silence immunity: +5% Curse of Nightmares A pair of boots made of leather. |
Relgagund the pair of hardened leather boots (Corpses) (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Lck / +5 Dex Changes resistances: +6% acid / +3% darkness Stealth bonus: +8 Maximum encumbrance: +20 Physical save: +14 (+4 eff.) Spell save: +17 (+8 eff.) Mental save: +7 (+2 eff.) Curse of Corpses A pair of boots made of leather. |
Gleamrune (Misfortune) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +4 Dex Changes resistances penetration: +5% light Grants telepathy: Humanoid/Orc Life regen: +1.40 Stamina each turn: +0.80 Maximum stamina: +16.00 Infravision radius: +3 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Godundil the Moldwild (Nightmares) (0 def, 7 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 6 physical Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +3% nature / +3% physical Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Iverevea (Misfortune) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 mind / 12 darkness Changes resistances penetration: +15% mind Grants telepathy: Dragon Mental save: -14 (-6 eff.) Mindpower: +11 (+3 eff.) Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Thundersorrow (Misfortune) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Changes stats: +2 Cun Changes resistances: +6% darkness Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune 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 18 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Xerin (Madness) (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 6 cold Changes stats: +4 Dex / +4 Con Changes resistances: +6% cold Changes damage: +6% cold See invisible: +6 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Bregavor (Nightmares) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +1 Str / +3 Wil / +2 Cun Changes resistances penetration: +15% physical Mindpower: +4 (+1 eff.) Healing mod.: +20% Curse of Nightmares A cap made of leather. |
Helm of the Dwarven Emperors (Misfortune) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 Curse of Misfortune It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 9.36 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Polirin the Glimmerwisp (Madness) (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: * 15% chance to corrode armour by 30% Changes resistances: +12% acid / +6% cold Changes damage: +6% acid Allows you to breathe in: water Light radius: +3 Curse of Madness A cap made of leather. |
hardened leather cap &039; (Nightmares) (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 16 lightning Changes resistances: +8% fire / +10% cold Spell save: +6 (+3 eff.) Stun/Freeze immunity: +35% Teleport immunity: +10% Curse of Nightmares A cap made of leather. |
hardened leather cap &039; (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +3 Wil / +9 Con Changes resistances penetration: +10% mind See invisible: +9 Curse of Corpses A cap made of leather. |
radiant steel plate armour of the dragon (Nightmares) (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +2 Str / +2 Wil / +2 Con Changes resistances: +6% acid / +6% physical / +12% darkness / +14% blight / +5% cold / +7% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +21% Light radius: +1 Curse of Nightmares A suit of armour made of metal plates. |
6 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. |
568 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. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe &039; (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Cun / +4 Con Reduces incoming crit damage: 10.00% Light radius: +2 Infravision radius: +5 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe &039; (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +2 Str / +3 Dex Physical save: +3 (+1 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Darkvengeance the alchemist&Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +2 (+0 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Dex / +4 Wil Changes damage: +6% mind Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Pitchshear the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +9% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mindpower: +4 (+1 eff.) Light radius: +2 Healing mod.: +11% 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. |
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 (130 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
TarreduzilarathInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% darkness / +6% acid Changes damage: +5% mind Physical save: +3 (+1 eff.) Mental save: +6 (+2 eff.) Poison immunity: +5% Confusion immunity: +20% Light radius: +2 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. |
Turilathalar the alchemist&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Changes stats: +3 Con Changes resistances: +10% blight / +6% light / +5% arcane Pinning immunity: +15% Teleport immunity: +10% Life regen: +4.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist&039;Mayulle&Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +8 Damage when hit (Melee): 8 physical Changes stats: +2 Str Only die when reaching: -80.00 life Maximum life: +70.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Eilinotira the Kindlethorn [power 53] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% blight / +6% temporal / +6% lightning Changes resistances penetration: +10% fire Spell save: +48 (+21 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
Puscrack the dwarven-steel torque of clear mind [power 2] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +9% nature / +6% temporal Changes resistances penetration: +25% nature Changes damage: +9% nature It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
7 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. |
9 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. |
13 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. |
12 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Talentless Hack the Krog Cursed level 17
58th Dusk 122nd year of Ascendancy at 11:30 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Talentless Hack the Krog Cursed level 6
8th Mirth 122nd year of Ascendancy at 10:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Talentless Hack the Krog Cursed level 22
70th Haze 122nd year of Ascendancy at 14:03 see stats
Home sweet home (Insane (Roguelike) difficulty)
3rd Decay 122nd year of Ascendancy at 03:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Talentless Hack the Krog Cursed level 10
16th Dusk 122nd year of Ascendancy at 09:44 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Talentless Hack the Krog Cursed level 20
67th Haze 122nd year of Ascendancy at 05:37 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Talentless Hack the Krog Cursed level 17
13rd Haze 122nd year of Ascendancy at 06:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Talentless Hack the Krog Cursed level 10
17th Dusk 122nd year of Ascendancy at 09:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Talentless Hack the Krog Cursed level 22
71st Haze 122nd year of Ascendancy at 11:54 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Talentless Hack the Krog Cursed level 14
37th Dusk 122nd year of Ascendancy at 05:43 see stats
Log
Saving done.
Saving game...
There is a way to the next level here (press &039; or right click to use).
Ran for 74 turns (stop reason: at exit).
Saving done.
Run in which direction?
There is a way to the previous level here (press &039; or right click to use).
Saving game...
Saving done.
There is a way to the next level here (press &039; or right click to use).
Ran for 57 turns (stop reason: at exit).
There is a way to the previous level here (press &039; or right click to use).
Saving game...
Saving done.
There is a Temporal Rift here (press &039; or right click to use).
There is a way to the next level here (press &039; or right click to use).
Ran for 107 turns (stop reason: at exit).
There is a Temporal Rift here (press &039; or right click to use).
Ran for 77 turns (stop reason: at exit).
You enter a zero gravity zone, beware!
Saving game...
Saving done.
Talentless Hack deactivates Antimagic Shield.
Talentless Hack deactivates Repel.
Talentless Hack deactivates Gloom.
Talentless Hack deactivates Stalk.


































































































