









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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Solipsist |
| Level / Exp | 50 / 2881% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 45 (base 8) |
| Dexterity | 111 (base 51) |
| Constitution | 84 (base 60) |
| Magic | 20 (base 9) |
| Willpower | 115 (base 60) |
| Cunning | 110 (base 65) |
Resources
| Life | 915/915 |
| Mana | 82/879 |
| Psi | 545/545 |
| Healing Factor | 2.5 |
| Regeneration | 168.625 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +135.87301734735% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 46.586385001155 |
| See Invisible | 52.586385001155 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 65 |
| Crit Chance | 58% |
| APR | 62 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 64 |
| Accuracy | 65 |
| Crit Chance | 57% |
| APR | 76 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 61 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 106 |
| Crit Chance | 85% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Physical | +50% |
| Cold | +45% |
| All | +24% |
| Darkness | +67% |
| Light | +36% |
| Mind | +100% |
| Fire | +39% |
| Nature | +39% |
Offense: Damage Penetration
| Darkness | +39% |
| Cold | +45% |
| Blight | +30% |
| Fire | +45% |
| Mind | +55% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 62.414867780172 (48.65183292883%) |
| Defense | 93 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 76.76 |
| Spell Save | 72.91 |
| Mental Save | 86 |
Defense: Resistances
| Acid | + 61%( 76%) |
| Blight | + 58%( 76%) |
| Physical | + 69%( 76%) |
| Cold | + 71%( 76%) |
| All | + 52%( 76%) |
| Lightning | + 71%( 76%) |
| Light | + 75%( 76%) |
| Temporal | + 56%( 76%) |
| Mind | + 76%( 76%) |
| Darkness | + 74%( 76%) |
| Fire | + 72%( 76%) |
| Nature | + 61%( 76%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 33% |
| Bleed Resistance | 100% |
| Confusion Resistance | 99% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 20% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 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 67 up to 7 times. Its effects scale with your Constitution 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 204 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 6 times. |
| 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. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Discharge | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Psionic / Mentalism | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Forge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Thought-Form: Defender |
| talent | Forge Shield |
| talent | Lucid Dreamer |
| talent | Premonition |
| talent | Dreamforge |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+36% global speed). Clarity |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Dreadfell. Escort: temporal explorer (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower 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 'the slime tunnels', probably located inside or near Grushnak Pride. | 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. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * 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 upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 4264. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You 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 |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the 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. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Growripper (0 def, 11 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Damage when hit (Melee): 2 nature / 6 fire Changes stats: +5 Cun / +5 Wil Changes resistances: +7% acid / +11% cold / +11% fire / +12% nature / +12% lightning Changes resistances penetration: +5% fire Changes damage: +3% fire Physical save: +11 (+2 eff.) Spell save: +14 (+2 eff.) Mental save: +15 (+3 eff.) Silence immunity: +33% Confusion immunity: +49% Stun/Freeze immunity: +46% A pair of boots made of leather. |
| Light source | dwarven lantern 'Windsquall'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Defense: +12 (+2 eff.) Changes stats: +4 Str / +7 Wil Changes resistances: +6% nature Changes damage: +15% nature / +9% darkness Critical mult.: +19.00% Physical save: +14 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +23 (+5 eff.) Stamina each turn: +2.00 Mindpower: +11 (+1 eff.) Mental crit. chance: +10% Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Hazegrit' (7 def, 13 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 6 cold Changes resistances: +18% lightning / +18% light / +13% darkness / +6% fire / +23% mind / +6% all Changes damage: +15% cold Physical save: +13 (+2 eff.) Mental save: +30 (+6 eff.) Confusion immunity: +50% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Hettyrath (0 def, 14 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +14 Armour Hardiness: +13% Fatigue: +5% Damage (Melee): 15 darkness Changes stats: +7 Dex / +7 Cun / +6 Con Changes resistances: +9% acid / +10% physical / +13% darkness Changes damage: +9% darkness Reduces incoming crit damage: 15.00% Cut immunity: +20% Healing mod.: +5% When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). On weapon hit: * 11% chance to reduce damage dealt by 41% It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dragonbone totem of stinging 'Starslicer' [power 560] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Cun / +2 Str Changes resistances: +9% light Changes damage: +6% light / +18% mind Reduces incoming crit damage: 10.00% Mindpower: +25 (+4 eff.) Mental crit. chance: +7% See invisible: +6 It can be used to sting an enemy dealing 778 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun ring 'Hailbiter'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% cold / +18% mind / +15% fire Changes damage: +18% mind / +6% cold Stun/Freeze immunity: +37% Life regen: +24.00 Maximum life: +73.00 Healing mod.: +19% Rings make your fingers look great! |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +4 Con Changes resistances: +3% fire Critical mult.: +15.00% Maximum encumbrance: +33 Life regen: +31.00 Maximum life: +200.00 Maximum stamina: +20.00 Healing mod.: +35% Can be unequipped or rerolled. 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't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | stralite amulet 'Floetide'Infused 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 Armour: +6 Defense: +8 (+1 eff.) Damage when hit (Melee): 2 cold Changes stats: +5 Con Changes resistances: +6% cold Changes resistances cap: +6% all Changes resistances penetration: +10% mind / +20% cold Changes damage: +12% mind Critical mult.: +17.00% Physical save: +33 (+6 eff.) Life regen: +5.00 Maximum life: +47.00 Amulets make your neck look great! |
| In main hand | Amethyst of Sanctuary (15-16 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
| Around waist | LisithaInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +5 Dex / +4 Cun / +4 Con Changes resistances: +6% darkness Pinning immunity: +20% Life regen: +7.20 Only die when reaching: -80.00 life Mental crit. chance: +14% Healing mod.: +58% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
| In off hand | living mindstar 'Jetwaker' (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 41% Changes stats: +6 Cun Changes resistances: +9% temporal / +8% mind / +3% darkness Changes resistances penetration: +20% mind / +14% darkness Changes damage: +28% mind / +25% darkness Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Psi when hit: +2.30 Maximum hate: +10.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Damage Resonance (when hit): +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Sunquench the elven-silk cloak (16 def, 9 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Armour: +9 Defense: +16 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +3% acid Changes resistances penetration: +5% blight Changes damage: +6% acid Critical mult.: +33.00% Stealth bonus: +14 Physical save: +21 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +25 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +80.00 Mental crit. chance: +8% Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Abyssterror (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +10% lightning / +26% physical / +21% light / +11% cold / +12% blight / +7% fire / +11% darkness / +15% all Changes resistances penetration: +15% fire Changes damage: +26% physical / +12% fire / +6% light / +15% all Physical save: +17 (+3 eff.) Spell save: +34 (+6 eff.) Mental save: +13 (+3 eff.) Spellpower: +19 (+5 eff.) Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Elixir of InvulnerabilityInfused by nature 2.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
Rune of the Rift (610.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 756.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
blink rune of the duelist (range 7; phase 29; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
shielding rune of the duelist (absorb 705; dur 5; 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 create a protective shield absorbing at most 705 damage for 5 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. |
shielding rune of the psychic (absorb 443; dur 5; cd 18)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: 18 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 443 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 749; dur 6; 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 create a protective shield absorbing at most 749 damage for 6 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 5; blocks 7; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 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 5 up to 7 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Camayadragrim the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +9 Str / +6 Dex / +8 Wil / +3 Cun / +9 Con Changes resistances: +13% mind Confusion immunity: +28% Amulets make your neck look great! |
Grinamasus the voratun amuletInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +6 Mag / +7 Wil / +3 Con Changes resistances: +11% nature / +20% blight Changes resistances penetration: +20% acid Talent mastery: +0.23 Psionic / Dream Smith Poison immunity: +31% Disease immunity: +39% Amulets make your neck look great! |
LisonorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +9 Mag / +4 Wil Changes resistances penetration: +20% blight Changes damage: +12% blight / +15% temporal Mental save: +8 (+2 eff.) Confusion immunity: +18% Mindpower: +10 (+1 eff.) See invisible: +9 Amulets make your neck look great! |
Sunriver the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +8 Con Changes resistances penetration: +15% fire Changes damage: +3% fire Reduces incoming crit damage: 10.00% Physical save: +11 (+2 eff.) Life regen: +6.00 Maximum life: +52.00 See invisible: +24 Amulets make your neck look great! |
copper amulet 'Beluyalle'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +3 Str Changes resistances: +6% physical Confusion immunity: +20% Stun/Freeze immunity: +10% Stamina each turn: +0.30 Amulets make your neck look great! |
copper amulet of magic (+3)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Amulets make your neck look great! |
voratun amulet 'Blazeminister'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Changes resistances: +3% mind / +3% fire Changes damage: +10% blight / +12% fire / +9% lightning Talent mastery: +0.26 Psionic / Thought-Forms Critical mult.: +13.00% Reduces incoming crit damage: 15.00% Physical save: +25 (+5 eff.) Spell save: +19 (+3 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +10% Spellpower: +11 (+3 eff.) Amulets make your neck look great! |
voratun amulet 'Smolderwrack'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +6 Defense: +20 (+4 eff.) Damage when hit (Melee): 8 fire Changes stats: +16 Lck / +11 Str Changes resistances: +12% cold / +3% fire Changes resistances cap: +5% all Changes damage: +6% cold Physical save: +19 (+4 eff.) Reduce all damage from unseen attackers: 10% 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. |
Aerywen the steel ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +4 Mag / +4 Cun Changes resistances: +12% acid / +5% arcane Changes damage: +24% acid Stun/Freeze immunity: +30% Life regen: +3.00 Spellpower: +9 (+2 eff.) Rings make your fingers look great! |
BlasttrailCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str / +3 Dex / +4 Mag / +6 Con Changes resistances: +9% lightning Changes resistances penetration: +20% lightning / +15% mind Changes damage: +30% mind Light radius: +3 Rings make your fingers look great! |
Blazeslice the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 2 nature Changes stats: +6 Mag / +7 Wil Changes resistances: +12% lightning Changes resistances penetration: +10% lightning Changes damage: +9% lightning / +9% nature Blindness immunity: +39% Spellpower: +13 (+3 eff.) Infravision radius: +6 See stealth: +19 See invisible: +25 Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 34 cooldown : Effective talent level: 4.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
DemonstrikerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 29 Damage when hit (Melee): 10 darkness / 10 blight Changes resistances: +6% blight / +12% darkness Changes damage: +15% arcane Stun/Freeze immunity: +38% Life regen: +6.00 Rings make your fingers look great! |
SpidernighPowered by arcane forces 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: +32 (+6 eff.) Changes stats: +9 Cun / +2 Mag Changes resistances: +23% acid / +23% fire / +26% lightning / +30% cold Changes resistances penetration: +15% arcane Changes damage: +6% arcane / +3% nature Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Damage Shield penetration: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 143% 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! |
Tarronarista the stralite ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes resistances: +10% blight / +5% arcane / +13% nature Changes damage: +6% arcane Blindness immunity: +64% Poison immunity: +26% Disease immunity: +32% Life regen: +13.00 Maximum life: +64.00 Infravision radius: +5 See stealth: +13 See invisible: +17 Healing mod.: +24% Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring 'Hailtreason'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% cold Changes resistances penetration: +10% arcane Physical save: +6 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+2 eff.) Spellpower: +5 (+1 eff.) Rings make your fingers look great! |
copper ring of corrosion (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% acid Changes damage: +11% acid Rings make your fingers look great! |
gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +8 Str / +5 Con Life regen: +13.00 Maximum life: +88.00 Healing mod.: +14% Rings make your fingers look great! |
gold ring 'Gorelore'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +3 Str / +1 Wil / +4 Con Stun/Freeze immunity: +30% Life regen: +2.00 Rings make your fingers look great! |
marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +21% Life regen: +2.00 Rings make your fingers look great! |
savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +26.00 Rings make your fingers look great! |
stralite ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +12.00 Maximum life: +44.00 Healing mod.: +10% Rings make your fingers look great! |
titan's copper ring of sensingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+1 eff.) Blindness immunity: +20% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
voratun ring 'Gloomravage'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +5 Str / +2 Mag / +1 Con Changes resistances: +12% blight / +6% fire / +12% nature Changes damage: +6% darkness Mental save: +15 (+3 eff.) Poison immunity: +30% Disease immunity: +26% Confusion immunity: +50% Life regen: +16.00 Maximum life: +82.00 See invisible: +12 Healing mod.: +16% Rings make your fingers look great! |
wizard's gold ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Mag Spell save: +10 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +10 (+1 eff.) Rings make your fingers look great! |
Arugorand (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 physical Changes resistances: +18% lightning / +17% physical / +12% light / +5% arcane / +15% mind Changes resistances penetration: +17% physical Changes damage: +17% physical Talent granted: +1 Attune Mindstar Spell save: +18 (+3 eff.) Blindness immunity: +20% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Shield penetration: +30% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Balanceblur (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 82% When wielded/worn: Damage when hit (Melee): 6 nature Changes resistances: +3% blight Changes resistances penetration: +5% light / +20% nature Changes damage: +2% nature Talent granted: +1 Attune Mindstar Mental save: +3 (+1 eff.) Disease immunity: +10% Life regen: +0.80 Maximum life: +15.00 Maximum psi: +14.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Core of the Forge (24-26 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 21 power out of 30/30) : Effective talent level: 3.9 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 113.20 mind damage, 78.67 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 10.38 mind and 7.21 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Duathelwire the living mindstar (18-20 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 physical Changes stats: +1 Str / +5 Mag / +3 Con Changes resistances: +3% darkness / +17% physical Changes resistances penetration: +12% physical Changes damage: +17% mind / +12% physical Talent granted: +1 Attune Mindstar Physical save: +8 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +7 (+2 eff.) Equilibrium when hit: +1.50 Psi when firing a critical mind attack: +4.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Light radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flashbraze the living mindstar (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 nature / +12 fire Damage (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +25% lightning / +24% fire / +21% cold Changes damage: +16% mind / +9% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +4.00 Mindpower: +21 (+3 eff.) Mental crit. chance: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Halinaridar the Rootpeal (16-18 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +12 mind When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 82% Damage (Melee): 8 lightning / 8 physical / 8 cold / 7 acid / 8 fire Damage when hit (Melee): 4 mind Changes resistances: +8% lightning / +9% physical / +10% cold / +10% fire / +9% acid Changes resistances penetration: +10% acid / +10% fire / +6% cold / +9% physical Changes damage: +15% acid / +13% physical / +10% fire / +15% nature / +10% cold Talent granted: +1 Attune Mindstar Maximum hate: +2.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +43 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lelolagas (6-7 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes resistances penetration: +10% mind Changes damage: +9% mind Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Physical save: +3 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Equilibrium when hit: +0.50 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +14% Heals friendly targets nearby when you use a nature summon: +15 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nexus of the Way (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 51 power out of 60/60) : Effective talent level: 1.0 Power cost: 51 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 58 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Radiancewild (13-14 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 light Damage (radius 1) on hit: +4 light When wielded/worn: Damage (Melee): 8 lightning Changes stats: +5 Str / +10 Dex / +5 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances: +12% lightning Changes resistances penetration: +7% lightning Changes damage: +21% lightning / +14% fire / +13% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mental save: +8 (+2 eff.) Maximum psi: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Unrythad the Coaltitan (17-19 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 41% When wielded/worn: Damage (Melee): 13 mind / 14 darkness Changes stats: +3 Dex / +3 Wil / +10 Cun Changes resistances: +9% physical Changes resistances penetration: +10% physical Changes damage: +10% physical / +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Critical mult.: +21.00% Physical save: +3 (+1 eff.) Stamina each turn: +2.00 Only die when reaching: -40.00 life Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Gluba' (14-15 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes resistances: +3% acid / +9% cold / +25% mind / +3% blight Changes resistances penetration: +7% mind Changes damage: +6% mind Talent granted: +1 Attune Mindstar Critical mult.: +17.00% Physical save: +12 (+2 eff.) Mental save: +8 (+2 eff.) Life regen: +4.00 Psi each turn: +1.30 Psi when hit: +1.70 Maximum psi: +35.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +20% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 170 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
FogrebelInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% temporal / +9% blight Changes resistances penetration: +5% darkness Changes damage: +3% darkness Life regen: +0.60 Healing mod.: +11% A belt that goes around your 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 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 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. |
GlyrinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +11% lightning / +3% darkness / +18% fire / +25% cold / +5% arcane / +9% acid Changes damage: +3% arcane Spell save: +6 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +2.30 Only die when reaching: -60.00 life Healing mod.: +24% A belt that goes around your waist. |
hardened leather belt 'Quenchpunish'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +8 Defense: +10 (+2 eff.) Damage when hit (Melee): 6 arcane Changes stats: +5 Cun / +4 Dex Changes resistances: +7% acid / +7% fire / +7% lightning / +6% cold Changes resistances penetration: +20% arcane / +5% cold Changes damage: +3% cold Physical save: +10 (+2 eff.) Mental crit. chance: +7% A belt that goes around your waist. |
rough leather belt of carryingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 A belt that goes around your waist. |
Beturiath the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Cun / +3 Wil Changes resistances penetration: +5% acid Maximum life: +32.00 Maximum psi: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+0 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Galehue the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical power: +25 (+5 eff.) Defense: +2 (+0 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Str / +3 Con Changes resistances: +6% lightning Changes damage: +12% lightning Physical save: +26 (+5 eff.) Maximum life: +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivetira the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex Changes resistances penetration: +10% mind Changes damage: +3% mind Reduces incoming crit damage: 15.00% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korodotir (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Cun / +1 Con Changes damage: +9% physical Critical mult.: +5.00% Psi when hit: +0.12 Mindpower: +15 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Isorassra' (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +6 Armour: +8 Defense: +2 (+0 eff.) Changes stats: +4 Str / +4 Dex / +3 Cun / +3 Con Changes resistances: +9% lightning / +15% cold / +9% temporal / +6% fire Physical save: +10 (+2 eff.) Life regen: +4.00 Maximum life: +82.00 Healing mod.: +10% 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 'Nightstreak' (16 def, 9 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +9 Defense: +16 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +3 Con Changes resistances: +21% darkness / +25% temporal Changes damage: +3% darkness / +6% temporal Physical save: +25 (+5 eff.) Spell save: +32 (+6 eff.) Mental save: +31 (+6 eff.) Defense after a teleport: +30 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 9 turns. 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 'Pitchtooth' (28 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +28 (+5 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +24% fire / +30% light / +2% physical Changes damage: +15% darkness Stealth bonus: +15 Physical save: +26 (+5 eff.) Blindness immunity: +23% Silence immunity: +10% Knockback immunity: +10% Life regen: +4.00 Maximum life: +110.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Biromista (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Mag / +3 Wil / +4 Cun Changes resistances: +33% nature / +13% all Changes resistances penetration: +16% darkness / +12% physical Changes damage: +23% physical / +16% light / +6% arcane / +22% nature / +39% darkness Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +10.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Dimsteel (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes stats: +3 Mag / +4 Wil Changes resistances: +11% all Changes resistances penetration: +8% mind / +5% darkness Changes damage: +23% mind Mental save: +21 (+4 eff.) Silence immunity: +32% Psi each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +16.00 Spellpower: +10 (+2 eff.) Mindpower: +11 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erelidas the Brandoath (4 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +4 Defense: +4 (+1 eff.) Damage when hit (Melee): 4 physical / 8 fire Changes stats: +4 Cun / +2 Dex Changes resistances: +11% all Changes resistances penetration: +12% mind Changes damage: +19% mind / +19% light / +17% darkness Physical save: +24 (+5 eff.) Psi each turn: +0.54 Only die when reaching: -84.29 life Maximum stamina: +20.00 Maximum psi: +21.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +8% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cashmere robe 'Nakalthomas' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +2.0% Changes stats: +2 Wil Changes resistances: +10% lightning / +9% darkness / +24% fire / +11% all / +13% acid / +15% physical / +10% blight / +23% cold / +9% light Changes damage: +13% acid / +14% physical / +9% cold / +17% fire Talent cooldown: Refit Golem (-4 turns) Physical save: +15 (+3 eff.) Spell save: +32 (+6 eff.) Mental save: +37 (+8 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +4% See invisible: +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Robe of the Worm of light (+16%) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light / +7% all Changes damage: +11% light Mental save: +15 (+3 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airbloom the pair of drakeskin leather boots (0 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Changes resistances: +34% lightning / +9% temporal / +13% fire / +11% cold / +15% acid Changes damage: +9% arcane Silence immunity: +38% Confusion immunity: +33% Stun/Freeze immunity: +41% Mana each turn: +0.24 Spellpower: +15 (+4 eff.) A pair of boots made of leather. |
Floewrither (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Dex / +3 Mag / +10 Wil / +14 Cun / +12 Lck Changes resistances: +15% fire / +6% arcane / +15% cold Changes resistances penetration: +15% cold Stealth bonus: +13 Physical save: +15 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) A pair of boots made of leather. |
Getyzor the Dourweeper (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -12% Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +3 Str / +3 Con Changes resistances: +12% lightning / +3% nature / +3% darkness Maximum encumbrance: +34 Physical save: +8 (+2 eff.) Stamina each turn: +0.50 Maximum life: +43.00 Movement speed: +10% It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 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. A pair of boots made of leather. |
Haryrath (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Str / +2 Dex / +3 Mag / +2 Cun Changes resistances: +7% light / +6% darkness Changes resistances penetration: +20% blight Changes damage: +6% physical Infravision radius: +1 When used to modify unarmed attacks: Base power: 24.0 - 33.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% Damage (radius 2) on crit: +15 light / +15 darkness It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 116.87 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
drakeskin leather gloves 'Midar' (0 def, 17 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +17 Damage (Melee): 15 lightning Changes stats: +3 Dex Changes resistances: +10% lightning / +24% fire Changes damage: +10% lightning Mental save: +18 (+4 eff.) Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +14 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Xena' (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +2 Changes stats: +3 Str Changes resistances: +12% acid / +6% blight Physical save: +18 (+3 eff.) Spell save: +6 (+1 eff.) Only die when reaching: -80.00 life When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves of strength (+3) (0 def, 6 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Changes stats: +3 Str Mental save: +6 (+1 eff.) Maximum life: +46.00 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 6.5 - 7.2 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% Damage (Melee): +4 arcane Damage (radius 2) on crit: +6 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Velerekira' (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 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): 9 blight / 12 nature Changes resistances: +6% acid / +9% nature / +8% blight Changes damage: +6% acid / +21% temporal / +7% nature / +9% blight Life regen: +6.00 Stamina each turn: +1.80 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Dex, 40% Str, 40% Cun 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: Soul Rot (20% 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: +11 blight / +10 nature Metal gloves protecting the hands up to the middle of the lower arm. |
Darkward the drakeskin leather cap (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Dex Changes resistances: +13% blight / +10% darkness / +3% mind Changes damage: +9% darkness Reduces incoming crit damage: 10.00% Physical save: +25 (+5 eff.) Spell save: +18 (+3 eff.) Mental save: +12 (+3 eff.) Cut immunity: +20% Life regen: +4.04 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 26 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
Elytha the Cloudwake (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 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Damage when hit (Melee): 2 mind / 2 lightning Changes resistances: +10% fire / +15% physical / +13% mind / +8% cold Changes resistances penetration: +20% mind Changes damage: +6% lightning / +15% physical / +7% mind Physical save: +13 (+2 eff.) Mental save: +13 (+3 eff.) Maximum psi: +11.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
Layyba the cashmere wizard hat (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 temporal Changes stats: +5 Wil Changes resistances: +26% fire / +8% cold Changes resistances penetration: +20% blight / +10% temporal Changes damage: +12% fire Physical save: +6 (+1 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Prismnigh the elven-silk wizard hat (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 (+0 eff.) Damage when hit (Melee): 6 light Changes stats: +9 Cun / +7 Wil Changes resistances: +28% acid / +16% physical / +17% darkness / +3% mind Changes resistances penetration: +5% light Changes damage: +19% acid / +13% physical / +13% darkness / +18% light Mental save: +30 (+6 eff.) Maximum hate: +9.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +10% Light radius: +1 It can be used to activate talent Hateful Whisper, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 722 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Sunsever (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +3 Mag Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Light radius: +2 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Breezequench' (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 (+0 eff.) Changes resistances: +30% acid / +11% temporal / +9% light / +13% lightning Changes resistances penetration: +25% nature / +15% fire Changes damage: +20% acid / +12% fire Psi each turn: +0.32 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
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. |
1886 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. |
9 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. |
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. |
11 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. |
6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
voratun pickaxe 'Ivugann' (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 10 acid Changes stats: +3 Str / +4 Mag Changes resistances: +23% darkness Changes damage: +3% physical Damage affinity(heal): +30% darkness Mana each turn: +0.12 Mana when firing critical spell: +2.68 Vim when firing critical spell: +2.00 Spell crit. chance: +4% Infravision radius: +20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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. |
11 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. |
8 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 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
VipercutInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +6 Wil Changes resistances: +6% mind Changes resistances penetration: +20% cold Changes damage: +3% nature / +19% mind Physical save: +13 (+2 eff.) Mental save: +9 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +11% Light radius: +5 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Cyrodhera'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: +6 (+1 eff.) Changes stats: +4 Wil Changes resistances: +3% blight / +6% fire Critical mult.: +15.00% Blindness immunity: +20% Maximum life: +59.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 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. |
brass lantern 'Xaniwyn'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes resistances: +6% blight Pinning immunity: +10% 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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. |
Prothotipe's Prismatic EyePowered 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's Staff CrystalPowered 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. |
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. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
39 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. |
14 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. |
18 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 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. |
8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 172 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'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Boltbringer the steel torque of psionic shield [power 59] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 39% Damage when hit (Melee): 12 acid / 10 cold Changes stats: +4 Cun Changes resistances: +12% lightning Changes resistances penetration: +29% mind Changes damage: +35% mind It can be used to setup a psionic shield, reducing all damage taken by 59 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Bregimagar [power 445] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Changes stats: +2 Wil Critical mult.: +5.00% Only die when reaching: -60.00 life Maximum stamina: +20.00 Spell crit. chance: +4% It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 668 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Heal for 90. * Gain a 29% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glimmerraven [power 69] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +5% arcane Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+2 eff.) It can be used to setup a psionic shield, reducing all damage taken by 69 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase all damage by 12% for 2 turns. * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mutar [power 23] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes resistances: +3% darkness Changes resistances penetration: +5% mind Spell save: +15 (+2 eff.) Mindpower: +5 (+0 eff.) It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Pitchslicer [power 157] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 39% Changes resistances: +3% acid / +6% temporal / +6% darkness Changes resistances penetration: +10% acid Changes damage: +3% darkness It can be used to setup a psionic shield, reducing all damage taken by 157 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Strikeblow [power 150] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 82% Damage when hit (Melee): 4 nature Changes resistances: +9% lightning It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 225 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of psionic shield [power 131] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 150 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
piercing yew totem of healing [power 248] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of healing [power 248] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 248 Activation puts all charms on cooldown for 13 turns. When used: * Heal for 57. Natural totems are made by powerful wilders to store nature power. |
11 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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
20 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. |
19 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 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. |
8 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. |
9 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. |
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. |
10 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. |
11 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Bone Brain the Skeleton Solipsist level 39
19th Pyre 123rd year of Ascendancy at 22:55 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bone Brain the Skeleton Solipsist level 50
20th Regrowth 124th year of Ascendancy at 12:03 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Bone Brain the Skeleton Solipsist level 37
61st Regrowth 123rd year of Ascendancy at 07:46 see stats
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Bone Brain the Skeleton Solipsist level 49
54th Dusk 123rd year of Ascendancy at 17:12 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 Bone Brain the Skeleton Solipsist level 47
43rd Dusk 123rd year of Ascendancy at 21:09 see stats
Atamathoned! (Insane (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Bone Brain the Skeleton Solipsist level 50
9th Decay 124th year of Ascendancy at 09:36 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Bone Brain the Skeleton Solipsist level 47
40th Dusk 123rd year of Ascendancy at 20:36 see stats
Bookception! (Insane (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Bone Brain the Skeleton Solipsist level 50
76th Dusk 124th year of Ascendancy at 06:03 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Bone Brain the Skeleton Solipsist level 41
36th Pyre 123rd year of Ascendancy at 20:06 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Bone Brain the Skeleton Solipsist level 50
33rd Haze 124th year of Ascendancy at 02:11 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bone Brain the Skeleton Solipsist level 7
10th Mirth 122nd year of Ascendancy at 12:48 see stats
Demonic Invasion (Insane (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Bone Brain the Skeleton Solipsist level 50
19th Pyre 124th year of Ascendancy at 14:28 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Bone Brain the Skeleton Solipsist level 40
33rd Pyre 123rd year of Ascendancy at 21:30 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Bone Brain the Skeleton Solipsist level 50
43rd Haze 124th year of Ascendancy at 01:52 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bone Brain the Skeleton Solipsist level 31
8th Allure 123rd year of Ascendancy at 21:58 see stats
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Bone Brain the Skeleton Solipsist level 50
75th Haze 124th year of Ascendancy at 22:36 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bone Brain the Skeleton Solipsist level 21
65th Dusk 122nd year of Ascendancy at 12:45 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bone Brain the Skeleton Solipsist level 29
53rd Haze 122nd year of Ascendancy at 18:59 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Bone Brain the Skeleton Solipsist level 24
6th Haze 122nd year of Ascendancy at 17:51 see stats
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Bone Brain the Skeleton Solipsist level 50
14th Haze 124th year of Ascendancy at 14:23 see stats
Got eggs? (Insane (Roguelike) difficulty)
Finish the Pikataclysm event.By Bone Brain the Skeleton Solipsist level 33
34th Regrowth 123rd year of Ascendancy at 16:13 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Bone Brain the Skeleton Solipsist level 39
32nd Pyre 123rd year of Ascendancy at 06:09 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bone Brain the Skeleton Solipsist level 27
45th Haze 122nd year of Ascendancy at 06:29 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bone Brain the Skeleton Solipsist level 10
10th Flare 122nd year of Ascendancy at 11:27 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bone Brain the Skeleton Solipsist level 20
46th Dusk 122nd year of Ascendancy at 12:40 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bone Brain the Skeleton Solipsist level 30
2nd Allure 123rd year of Ascendancy at 03:03 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Bone Brain the Skeleton Solipsist level 40
32nd Pyre 123rd year of Ascendancy at 14:31 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Bone Brain the Skeleton Solipsist level 50
1st Time of Equilibrium 123rd year of Ascendancy at 15:44 see stats
Now, this is impressive! (Insane (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Bone Brain the Skeleton Solipsist level 50
1st Allure 125th year of Ascendancy at 20:36 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Bone Brain the Skeleton Solipsist level 50
56th Dusk 124th year of Ascendancy at 20:32 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Bone Brain the Skeleton Solipsist level 20
56th Dusk 122nd year of Ascendancy at 20:39 see stats
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Bone Brain the Skeleton Solipsist level 50
1st Time of Balance 124th year of Ascendancy at 03:21 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Bone Brain the Skeleton Solipsist level 45
37th Dusk 123rd year of Ascendancy at 04:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bone Brain the Skeleton Solipsist level 22
67th Dusk 122nd year of Ascendancy at 00:42 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Bone Brain the Skeleton Solipsist level 41
33rd Pyre 123rd year of Ascendancy at 23:48 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Bone Brain the Skeleton Solipsist level 50
75th Haze 124th year of Ascendancy at 22:34 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bone Brain the Skeleton Solipsist level 6
4th Mirth 122nd year of Ascendancy at 23:16 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Bone Brain the Skeleton Solipsist level 50
20th Pyre 124th year of Ascendancy at 11:20 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 Bone Brain the Skeleton Solipsist level 38
1st Time of Balance 123rd year of Ascendancy at 12:38 see stats
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Bone Brain the Skeleton Solipsist level 50
75th Haze 124th year of Ascendancy at 22:36 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Bone Brain the Skeleton Solipsist level 50
73rd Haze 123rd year of Ascendancy at 01:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bone Brain the Skeleton Solipsist level 13
16th Dusk 122nd year of Ascendancy at 01:13 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Bone Brain the Skeleton Solipsist level 43
73rd Pyre 123rd year of Ascendancy at 15:10 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Bone Brain the Skeleton Solipsist level 38
1st Time of Balance 123rd year of Ascendancy at 09:35 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bone Brain the Skeleton Solipsist level 22
66th Dusk 122nd year of Ascendancy at 07:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bone Brain the Skeleton Solipsist level 16
25th Dusk 122nd year of Ascendancy at 03:55 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bone Brain the Skeleton Solipsist level 37
60th Regrowth 123rd year of Ascendancy at 12:44 see stats
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Bone Brain the Skeleton Solipsist level 50
75th Dusk 124th year of Ascendancy at 01:22 see stats
Log
Today is the 1st Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:51.
Today is the 2nd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:15.
Today is the 3rd Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Ran for 4 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Ran for 3 turns (stop reason: hostile spotted to the north (ziguranth patrol)).
Today is the 4th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Ran for 4 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 5th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:00.
Today is the 6th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:23.
Today is the 7th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:35.
Today is the 8th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 9th Regrowth of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:08.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Saving done.
You don't see how to get there...










































































































































































