












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 50 / 2780% |
| Size | big |
| Lifes / Deaths | Killed by xorn at level 50 on the 49th Haze 123rd year of Ascendancy at 01:41 / 1 |
Primary Stats
| Strength | 75 (base 34) |
| Dexterity | 89 (base 64) |
| Constitution | 55 (base 13) |
| Magic | 94 (base 53) |
| Willpower | 9 (base 10) |
| Cunning | 81 (base 66) |
Resources
| Life | 1344/1344 |
| Stamina | 115/268 |
| Healing Factor | 1.474935892727 |
| Regeneration | 34.244623882152 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 45.797963493854 |
| See Invisible | 45.797963493854 |
Offense: Mainhand
| Damage | 199 |
| Accuracy | 82 |
| Crit Chance | 89% |
| APR | 82 |
| Speed | 0.82 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +39% |
| Fire | +33% |
| Nature | +15% |
| Darkness | +48% |
| Physical | +112% |
| Cold | +27% |
| All | +12% |
Offense: Damage Penetration
| Acid | +55% |
| Lightning | +50% |
| Nature | +70% |
| Darkness | +40% |
| Physical | +75% |
| Mind | +55% |
| All | +35% |
Defense: Base
| Armour (hardiness) | 41.075480273368 (100%) |
| Defense | 84 |
| Ranged Defense | 84 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 40 |
| Mental Save | 43 |
Defense: Resistances
| Acid | 70%( 70%) |
| Blight | 37%( 70%) |
| Arcane | 38%( 70%) |
| Cold | 70%( 70%) |
| All | 23%( 70%) |
| Physical | 70%( 70%) |
| Lightning | 66%( 70%) |
| Light | 35%( 70%) |
| Temporal | 35%( 70%) |
| Mind | 30%( 70%) |
| Darkness | 70%( 70%) |
| Fire | 70%( 70%) |
| Nature | 37%( 70%) |
Defense: Immunities
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
| Silence Resistance | 43% |
| Stun Resistance | 70% |
| Poison Resistance | 20% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 619 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 72 up to 6 times. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 164 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 221 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 2.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.60 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Buckler Training | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.80 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.60 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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& And now for a grave | done |
Back and there again | done |
You failed to protect the injured seer from death by large white snake. Escort: injured seer (level 3 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Adorissra the snow giant. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called &039;, probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj&039;s new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak&WHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREENWHITELIGHT_GREEN | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
Till the Blood Runs Clear | 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 | Umbradare (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +7 Str / -8 Wil / +18 Con Changes resistances: +20% darkness / +6% cold Changes resistances penetration: +5% darkness Changes damage: +8% physical Silence immunity: +33% Confusion immunity: +41% Stun/Freeze immunity: +50% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Quiver | Prismquench the pouch of voratun shots (52/56, 80-96 power, 15 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 80.0 - 96.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +27.0% Capacity: 56 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 27 On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +16 blight / +4 light Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +8 light When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
| Light source | SamulenInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% blight / +9% fire / +3% darkness Changes resistances penetration: +10% all Changes damage: +12% acid Spell save: +3 (+1 eff.) Maximum life: +56.00 Light radius: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Samydunafang (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +34% physical / +16% fire / +10% darkness / +11% cold Changes damage: +14% darkness / +28% physical Spell save: +6 (+2 eff.) Poison immunity: +20% Silence immunity: +10% Stun/Freeze immunity: +20% Maximum life: +20.00 Maximum hate: +15.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
| On hands | Dakhtun&Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Tool | Gloombreak the stralite torque of gale force [power 370] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +4 Damage when hit (Melee): 10 darkness Changes stats: +3 Str / +5 Con Changes resistances: +9% darkness Changes resistances penetration: +25% physical Critical mult.: +20.00% It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 784 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| On fingers | Fuloregohor the BreezeministerPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +23% acid / +24% fire / +18% cold / +26% lightning Changes resistances penetration: +15% lightning / +20% nature Mental save: +10 (+4 eff.) Confusion immunity: +44% Life regen: +13.00 Maximum life: +78.00 Healing mod.: +17% Rings make your fingers look great! |
| Around neck | IslatiraCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +16 Physical power: +6 (+1 eff.) Fatigue: -7% Changes stats: +7 Dex / +4 Mag / +2 Wil / +7 Cun / +6 Con Changes damage: +8% physical Critical mult.: +32.00% Life regen: +3.00 Stamina each turn: +1.30 Mental crit. chance: +3% Movement speed: +10% Combat speed: +10% Amulets make your neck look great! |
| In main hand | Nithan&Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 14 power out of 16/16) : Effective talent level: 5.2 Power cost: 14 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 222% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
| In off hand | Windstreak (0 def, 10 armour, 76-91 power, 188 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 75.5 - 90.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +188 On weapon hit: * 21% chance to slow global speed by 48% On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 fire When wielded/worn: Physical crit. chance: +16.0% Physical power: +14 (+3 eff.) Armour: +10 Fatigue: +8% Damage when hit (Melee): 27 fire Changes stats: +6 Str Changes resistances: +3% nature / +30% cold / +9% mind / +20% fire Changes resistances penetration: +15% nature Changes damage: +3% nature Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Strikesmasher (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +46 (+9 eff.) Armour penetration: +13 Defense: +3 (+1 eff.) Fatigue: -8% Effects on melee hit: * 21% chance to reduce all saves and defense by 22 Damage when hit (Melee): 2 lightning Changes stats: +2 Cun / +4 Dex Changes resistances: +5% arcane / +15% lightning Changes resistances penetration: +20% mind Critical mult.: +25.00% Stealth bonus: +15 Maximum life: +103.00 Maximum stamina: +23.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Yariran (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 37% Changes resistances: +31% acid / +12% physical / +33% darkness / +17% fire / +11% cold / +5% arcane / +13% all Changes resistances penetration: +20% acid Changes damage: +15% acid / +11% physical / +22% darkness / +15% cold / +21% fire / +12% all Talent cooldown: Refit Golem (-5 turns) Spellpower: +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 680; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Cunning 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 nature talent. Press to compare to your current inscriptions |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
shielding rune of the duelist (absorb 483; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 483 damage for 6 turns. Its effects scale with your Dexterity 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 spell talent. |
stormshield rune of the titan (threshold 47; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 6 times. 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 spell talent. Press to compare to your current inscriptions |
stormshield rune of the titan (threshold 53; blocks 6; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 6 times. 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 spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
copper amulet &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Mag Changes resistances: +3% blight / +9% cold Changes resistances penetration: +20% arcane Mana each turn: +0.10 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +26.00 Healing mod.: +5% Amulets make your neck look great! |
copper amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Xaneyassra the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +9 (+2 eff.) Fatigue: -4% Changes stats: +3 Str / +8 Dex / +1 Wil / +3 Cun / +4 Con / +7 Lck Life regen: +1.00 Stamina each turn: +0.30 Light radius: +1 Infravision radius: +1 Movement speed: +10% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
ShadowwalkerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +6 Dex / +3 Mag / +7 Wil Changes resistances: +3% nature Changes damage: +14% darkness / +5% temporal / +6% light / +4% physical Mental save: +3 (+1 eff.) Life regen: +2.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Fogwish of the BlightspawnInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Effects when hit in melee: * 27% chance to reduce strength, dexterity, and constitution by 27 * 22% chance to reduce damage dealt by 18% Changes stats: +6 Str Changes resistances: +9% physical / +15% mind / +3% darkness Changes resistances cap: +4% all Changes damage: +12% darkness Physical save: +14 (+4 eff.) Stamina each turn: +0.50 Amulets make your neck look great! |
Scorchbraid the stralite amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 2 arcane Changes stats: +7 Cun / +5 Con Changes resistances: +24% fire Changes resistances penetration: +15% fire Critical mult.: +18.00% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Spellpower: +6 (+2 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +20% Knockback immunity: +20% Maximum life: +20.00 Rings make your fingers look great! |
marksman&Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +21.00 Rings make your fingers look great! |
Belyleda the NimbusrainInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 37% Damage when hit (Melee): 2 lightning Changes resistances: +12% lightning / +3% temporal Changes resistances penetration: +5% temporal Changes damage: +15% lightning / +3% acid Life regen: +11.00 Maximum life: +53.00 Healing mod.: +12% Rings make your fingers look great! |
PoralerinPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 22 Changes stats: +4 Cun / +5 Dex Changes damage: +3% mind Mental save: +6 (+2 eff.) Blindness immunity: +20% Confusion immunity: +25% Infravision radius: +3 See stealth: +7 See invisible: +8 Rings make your fingers look great! |
PrismwillInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +26% lightning / +6% light / +9% nature Changes resistances penetration: +20% nature Changes damage: +22% lightning Light radius: +2 Rings make your fingers look great! |
steel ring &039;Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +25 (+5 eff.) Physical power: +8 (+2 eff.) Armour: +10 Defense: +10 (+2 eff.) Changes stats: +11 Str / +6 Con Changes damage: +9% physical Critical mult.: +20.00% Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Con Changes resistances: +28% fire Changes damage: +6% physical / +14% fire Disarm immunity: +32% Pinning immunity: +32% Stun/Freeze immunity: +29% Knockback immunity: +29% Life regen: +3.00 Stamina each turn: +1.00 Only die when reaching: -40.00 life Maximum life: +31.00 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn& |
gold ring &039;Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +6 Defense: +20 (+4 eff.) Damage when hit (Melee): 8 temporal Changes stats: +6 Mag / +7 Wil Changes resistances penetration: +10% physical Changes damage: +6% temporal Critical mult.: +15.00% Spellpower: +7 (+3 eff.) Rings make your fingers look great! |
Lisyseta the GleamwritherInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) Changes stats: +2 Wil Changes resistances: +3% light Changes resistances penetration: +25% mind Mental save: +9 (+3 eff.) Disarm immunity: +50% Pinning immunity: +44% Knockback immunity: +38% Life regen: +20.00 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +1.00 Maximum life: +120.00 Maximum psi: +10.00 Healing mod.: +17% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.6 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 180% 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 make your fingers look great! |
iron mace &039; (14-20 power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Changes stats: +4 Dex / +2 Mag / +4 Wil / +4 Con Changes damage: +3% darkness / +9% fire Blunt and deadly. |
Woewill (14-19 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 darkness / +4 arcane Damage (radius 2) on crit: +4 darkness Damage against: +6% Living When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Damage when hit (Melee): 6 darkness Changes stats: +9 Con / +8 Wil Changes resistances penetration: +5% physical Changes damage: +3% arcane Maximum life: +10.00 One-handed war axes. |
Eldoral Last ResortRequires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don&LASTANTIQUE_WHITE039;May the wielder be granted cunning in his fight against the darkness& |
mighty hardened leather sling of piercingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical power: +7 (+1 eff.) Changes stats: +1 Str Changes resistances penetration: +7% all Slings are used to hurl stones or metal shots at your foes. |
Flarebile the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Damage (Ranged): +12 cold Damage (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +6.0% Ammo reloads per turn: +4 Changes stats: +12 Mag Changes resistances: +9% light / +12% fire Changes resistances penetration: +10% temporal / +10% light / +15% physical Changes damage: +6% fire / +15% physical / +14% arcane / +10% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Spellpower: +13 (+4 eff.) 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. |
Sulfurkiller the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 nature / +16 arcane When wielded/worn: Accuracy: +39 (+8 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Ammo reloads per turn: +5 Effects on ranged hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 arcane Changes stats: +7 Mag Changes resistances penetration: +9% temporal / +14% physical / +26% nature / +12% all Changes damage: +9% temporal / +15% physical Talent mastery: +0.10 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. |
drakeskin leather sling &039;Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Travel speed: +207% Damage (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Ammo reloads per turn: +1 Changes stats: +7 Cun Changes resistances: +6% mind / +1% physical Changes resistances penetration: +9% physical Changes damage: +17% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Only die when reaching: -40.00 life Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots &039; (15/15, 33-40 power, 2 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 33.0 - 39.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +9.5% Capacity: 15 On weapon hit: * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 132 physical damage On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 fire / +8 physical Damage (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of annihilation (21/21, 58-69 power, 15 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 57.5 - 69.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.5% Capacity: 21 On weapon crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Cracklesever the voratun shield (0 def, 21 armour, 70-85 power, 298.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +298 Damage (Melee): +16 nature / +12 temporal Damage (radius 1) on hit: +4 blight When wielded/worn: Armour: +21 Fatigue: +8% Changes resistances: +12% acid / +11% fire / +21% blight / +12% cold / +20% nature / +20% lightning Changes resistances penetration: +10% blight Changes damage: +6% lightning Talent granted: +1 Block Maximum life: +91.00 Handheld deflection devices. |
Murkschism (0 def, 10 armour, 68-82 power, 198 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.0 - 81.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +198 On weapon hit: * 20% chance to slow global speed by 48% Damage (Melee): +4 acid / +20 nature Damage (radius 1) on hit: +8 acid When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +19% blight / +25% cold / +13% mind / +23% nature Changes resistances penetration: +10% nature Talent granted: +1 Block Maximum life: +115.00 Handheld deflection devices. |
BlastshineInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun / +4 Con Changes resistances: +3% acid / +9% lightning Changes resistances penetration: +15% acid Changes damage: +6% lightning Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Xanedatta the rough leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% blight Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Stun/Freeze immunity: +20% Mindpower: +2 (+1 eff.) Healing mod.: +5% A belt that goes around your waist. |
blurring rough leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Changes resistances: +6% blight Stealth bonus: +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Ce&Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Wil / +10 Cun / +6 Con Changes resistances penetration: +11% physical Changes damage: +10% physical Equilibrium when hit: +0.12 Psi when hit: +0.16 A belt that goes around your waist. |
Pusraven the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +20 (+4 eff.) Changes stats: +2 Dex Changes resistances: +9% nature Changes resistances penetration: +10% nature / +20% physical Critical mult.: +10.00% Physical save: +12 (+4 eff.) A belt that goes around your waist. |
Elenaleg (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +4 Mag / +3 Con Changes resistances: +6% blight / +1% physical / +9% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak &039; (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +2 (+0 eff.) Fatigue: -6% Changes stats: +2 Cun Changes resistances penetration: +10% blight Changes damage: +18% acid Maximum life: +60.00 Maximum stamina: +20.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak &039; (3 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes resistances: +6% fire / +14% blight / +37% cold / +17% nature / +9% mind Changes damage: +6% light Life regen: +10.00 Maximum life: +110.00 Maximum stamina: +23.00 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatsteel (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +7 Damage when hit (Melee): 8 fire Changes stats: +2 Str / +2 Con Changes resistances: +1% physical Critical mult.: +5.00% Light radius: +1 It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 3.9 Power cost: 21 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Woepanic of the Blightspawn (0 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: -6% Effects when hit in melee: * 24% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce damage dealt by 18% Changes resistances: +10% acid / +9% fire / +9% lightning / +8% cold Changes resistances penetration: +15% nature Changes damage: +6% nature Critical mult.: +15.00% Maximum encumbrance: +28 Physical save: +7 (+2 eff.) Life regen: +5.00 Mental crit. chance: +4% Healing mod.: +13% A pair of boots made of leather. |
Demonprophet of the Blightspawn (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Str / +5 Wil / -9 Cun / +12 Con Changes resistances penetration: +11% physical Stamina each turn: +0.60 Equilibrium when hit: +0.12 Maximum stamina: +21.00 Maximum hate: +8.00 Mindpower: +15 (+7 eff.) It can be used to activate talent Rush, placing all other charms into a 21 cooldown : Effective talent level: 2.6 Power cost: 21 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that 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& |
Urthalar (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +2 Mag / +1 Wil / +1 Cun Changes resistances: +3% lightning / +7% fire / +3% nature / +8% cold Silence immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Zubosenor the Duskire (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Changes resistances: +11% acid / +8% fire / +6% lightning / +14% cold Changes damage: +3% darkness Mental save: +12 (+4 eff.) Disease immunity: +20% Pinning immunity: +20% Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
pair of dwarven-steel boots &039; (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +4 Fatigue: +3% Changes stats: +5 Str / +7 Con Changes resistances: +2% physical Changes damage: +8% physical Mana each turn: +0.16 Maximum stamina: +20.00 Spellpower: +30 (+9 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Halachik the Blizzardkiss (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Armour: +1 Damage (Melee): 5 blight Changes resistances: +6% blight Changes damage: +4% blight / +3% cold Critical mult.: +10.00% Stamina each turn: +2.00 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). Damage (radius 2) on crit: +6 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler&Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +11 (+3 eff.) Spell crit. chance: +13% Mental crit. chance: +13% When used to modify unarmed attacks: Base power: 32.0 - 35.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +24.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Isemiwyn (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 nature / 15 fire Changes stats: +6 Cun / +2 Str Changes resistances: +6% blight / +10% fire / +10% nature Changes resistances penetration: +15% physical Changes damage: +9% nature / +11% fire Life regen: +11.00 Stamina each turn: +5.46 Maximum stamina: +40.00 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Venomous Breath (10% chance level 5). Damage (radius 2) on crit: +15 nature / +15 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit&Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Emeletha the Scorchvagrant (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +6% acid / +6% mind / +12% lightning Changes damage: +24% fire Blindness immunity: +20% Pinning immunity: +20% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
10 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 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. |
5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
6 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. |
13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Prothotipe&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
1157 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. |
56 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern &039;Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +1 Cun Changes resistances: +9% darkness Changes damage: +6% physical Physical save: +6 (+2 eff.) Light radius: +5 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Shinenigh (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Effects on melee hit: * 20% chance to slow global speed by 48% * 20 arcane resource burn Changes stats: +7 Str Changes resistances: +6% nature Changes damage: +3% light Physical save: +11 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Maximum life: +85.00 Maximum stamina: +27.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 22 cooldown : Effective talent level: 3.9 Power cost: 22 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 166 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. |
Ce&Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Armour: +6 Defense: +25 (+5 eff.) Changes resistances: +9% temporal Changes resistances penetration: +10% physical Changes damage: +9% physical Only die when reaching: -60.00 life It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 47 lightning damage and will be dazed for 1 turn (237 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm &039; [power 266] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Changes resistances: +12% nature / +15% cold Changes resistances penetration: +5% darkness / +20% lightning Spell save: +6 (+2 eff.) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (297 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 9 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By xorn the Cornac Skirmisher level 38
4th Pyre 123rd year of Ascendancy at 11:18 see stats
A different point of view (Insane (Roguelike) difficulty)
8th Haze 123rd year of Ascendancy at 13:43 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By xorn the Cornac Skirmisher level 38
72nd Regrowth 123rd year of Ascendancy at 06:45 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By xorn the Cornac Skirmisher level 42
27th Pyre 123rd year of Ascendancy at 02:07 see stats
Back and there again (Insane (Roguelike) difficulty)
78th Dusk 123rd year of Ascendancy at 16:13 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By xorn the Cornac Skirmisher level 41
12nd Pyre 123rd year of Ascendancy at 15:06 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By xorn the Cornac Skirmisher level 10
10th Dusk 122nd year of Ascendancy at 21:40 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By xorn the Cornac Skirmisher level 40
9th Pyre 123rd year of Ascendancy at 00:31 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By xorn the Cornac Skirmisher level 33
23rd Regrowth 123rd year of Ascendancy at 01:39 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By xorn the Cornac Skirmisher level 23
13rd Haze 122nd year of Ascendancy at 16:30 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By xorn the Cornac Skirmisher level 29
50th Haze 122nd year of Ascendancy at 06:06 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By xorn the Cornac Skirmisher level 38
71st Regrowth 123rd year of Ascendancy at 15:57 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By xorn the Cornac Skirmisher level 50
46th Haze 123rd year of Ascendancy at 04:20 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By xorn the Cornac Skirmisher level 44
27th Pyre 123rd year of Ascendancy at 04:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By xorn the Cornac Skirmisher level 10
5th Flare 122nd year of Ascendancy at 22:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By xorn the Cornac Skirmisher level 20
63rd Dusk 122nd year of Ascendancy at 07:15 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By xorn the Cornac Skirmisher level 30
53rd Haze 122nd year of Ascendancy at 16:38 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By xorn the Cornac Skirmisher level 40
8th Pyre 123rd year of Ascendancy at 03:13 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By xorn the Cornac Skirmisher level 50
51st Dusk 123rd year of Ascendancy at 18:35 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By xorn the Cornac Skirmisher level 50
44th Haze 123rd year of Ascendancy at 16:58 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By xorn the Cornac Skirmisher level 50
6th Haze 123rd year of Ascendancy at 03:28 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By xorn the Cornac Skirmisher level 25
19th Haze 122nd year of Ascendancy at 16:08 see stats
Selfless (Insane (Roguelike) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By xorn the Cornac Skirmisher level 50
49th Haze 123rd year of Ascendancy at 01:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By xorn the Cornac Skirmisher level 32
14th Regrowth 123rd year of Ascendancy at 12:24 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By xorn the Cornac Skirmisher level 24
15th Haze 122nd year of Ascendancy at 17:38 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By xorn the Cornac Skirmisher level 41
9th Pyre 123rd year of Ascendancy at 02:41 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By xorn the Cornac Skirmisher level 50
49th Haze 123rd year of Ascendancy at 01:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By xorn the Cornac Skirmisher level 7
78th Pyre 122nd year of Ascendancy at 08:09 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By xorn the Cornac Skirmisher level 50
44th Haze 123rd year of Ascendancy at 13:45 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By xorn the Cornac Skirmisher level 30
54th Haze 122nd year of Ascendancy at 23:27 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By xorn the Cornac Skirmisher level 50
49th Haze 123rd year of Ascendancy at 01:41 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By xorn the Cornac Skirmisher level 50
53rd Dusk 123rd year of Ascendancy at 04:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By xorn the Cornac Skirmisher level 18
60th Dusk 122nd year of Ascendancy at 13:14 see stats
There and back again (Insane (Roguelike) difficulty)
1st Mirth 123rd year of Ascendancy at 16:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By xorn the Cornac Skirmisher level 24
14th Haze 122nd year of Ascendancy at 21:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By xorn the Cornac Skirmisher level 17
44th Dusk 122nd year of Ascendancy at 23:53 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By xorn the Cornac Skirmisher level 37
71st Regrowth 123rd year of Ascendancy at 12:06 see stats
Log
High Sun Paladin Aeryn hits Elandar for 25 arcane damage.
Xorn uses Noggin Knocker.
Elandar feels pain again.
Elandar seems less dangerous.
Xorn&
Quest &039; is done! (Press &039; to see the quest log)
Personal New Achievement: Tactical master (Insane (Roguelike) difficulty)!
Quest &039; status updated! (Press &039; to see the quest log)
Elandar damages himself through Martyrdom!
High Sun Paladin Aeryn receives 9 healing from Shield of Light.
Thunderstorm hits High Sun Paladin Aeryn for 64 lightning damage.
Xorn&671 physical damage.
High Sun Paladin Aeryn hits Elandar for 7 lightning damage.
High Sun Paladin Aeryn casts Bathe in Light.
High Sun Paladin Aeryn&
High Sun Paladin Aeryn is knocked back!
A shield forms around High Sun Paladin Aeryn.
Mirror Image (Elandar) damages himself through Martyrdom!
Xorn&
Shield of Light hits High Sun Paladin Aeryn for 14 healing, 14 healing (0 total damage) [27 healing].
High Sun Paladin Aeryn receives 74 healing from High Sun Paladin Aeryn&LAST039;s cold repulsion area effect hits High Sun Paladin Aeryn for 13 cold, 9 physical (21 total damage).
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
Personal New Achievement: Selfless (Insane (Roguelike) difficulty)!
Personal New Achievement: The Sun Still Shines (Insane (Roguelike) difficulty)!
Saving game...
Saving done.








































































































































