









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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:
Items Vault 1.7.6Donators/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 | Temporal Warden |
| Level / Exp | 35 / 1% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 35 (base 10) |
| Dexterity | 90 (base 59) |
| Constitution | 27 (base 10) |
| Magic | 87 (base 60) |
| Willpower | 34 (base 20) |
| Cunning | 42 (base 18) |
Resources
| Life | 851/851 |
| Paradox | 340 |
| Healing Factor | 1.4086945338482 |
| Regeneration | 7.9591241162424 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10.000000000004% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 28.692266918533 |
| See Invisible | 38.692266918533 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 145 |
| Accuracy | 68 |
| Crit Chance | 43% |
| APR | 32 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Physical | +41% |
| Arcane | +23% |
| Mind | +36% |
| All | +14% |
Offense: Damage Penetration
| Acid | +48% |
| Nature | +37% |
| Arcane | +50% |
| Mind | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 22 (84.687909656376%) |
| Defense | 96 |
| Ranged Defense | 96 |
| Fatigue | 0 |
| Physical Save | 62 |
| Spell Save | 44 |
| Mental Save | 44 |
Defense: Resistances
| Darkness | + 36%( 70%) |
| Light | + 37%( 70%) |
| Fire | + 33%( 70%) |
| Cold | + 41%( 70%) |
| Physical | + 29%( 70%) |
| Mind | + 51%( 70%) |
| All | + 23%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 35% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 41 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Chronomancy / Stasis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Chronomancy / Chronomancy | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.00 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Temporal Hounds |
| talent | Chant of Fortress |
| talent | Contingency |
| talent | Weapon Folding |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
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. | active |
You failed to protect the injured seer from death by Vorevea the bee swarm. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Elytha the giant blue ant. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 434. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | active |
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 met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within6 lumberjacks have died. | done |
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 |
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 | Bethama (30 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +30 (+5 eff.) Changes stats: +11 Lck / +6 Dex Critical mult.: +10.00% Stealth bonus: +10 Physical save: +9 (+2 eff.) Spell save: +6 (+2 eff.) Knockback immunity: +20% Healing mod.: +15% A pair of boots made of leather. |
| Quiver | Xilessra the quiver of elven-wood arrows (17/17, 167% power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 167% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +17.5% Capacity: 17 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage * 20% chance to knock the target back 3 spaces and deal 145 physical damage On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +12 temporal / +44 physical / +4 arcane Damage (radius 2) on crit: +16 temporal Arrows are used with bows to pierce your foes to death. |
| Light source | alchemist's lamp 'Berirain'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +1 Str / +5 Con Changes resistances penetration: +5% acid Changes damage: +18% physical Mental save: +8 (+2 eff.) Stamina each turn: +1.00 Light radius: +4 See stealth: +10 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Zyldil (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Wil / +2 Cun Changes resistances: +15% cold Physical save: +18 (+4 eff.) Stamina each turn: +3.00 Only die when reaching: -80.00 life A cap made of leather. |
| Tool | focusing dwarven-steel torque of psionic shield [power 71] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 71 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Dourbearer the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% darkness Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+7 eff.) Damage Shield penetration: +30% Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +5 Cun / +4 Dex Spellpower: +8 (+2 eff.) Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
| Around waist | GlacieronslaughtInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 cold Changes stats: +7 Str / +4 Dex / +7 Wil / +8 Cun / +3 Con Changes resistances: +9% cold Physical save: +21 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +15 (+5 eff.) Life regen: +2.40 Maximum hate: +4.00 Mindpower: +5 (+2 eff.) Healing mod.: +12% Size category: +1 A belt that goes around your waist. |
| In main hand | yew longbow 'Zubutha'Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +29 acid / +44 nature When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +11 Physical crit. chance: +13.0% Changes stats: +7 Str / +4 Mag / +1 Cun Changes resistances penetration: +18% acid / +12% nature See invisible: +3 Longbows are used to shoot arrows at your foes. |
| On hands | Islomissra (30 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +30 (+5 eff.) Fatigue: +3% Damage (Melee): 10 darkness Changes stats: +2 Dex / +4 Con Changes resistances: +8% darkness Changes damage: +6% darkness / +9% physical Physical save: +18 (+4 eff.) 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: Power: 121% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 3). On weapon hit: * 7% chance to reduce damage dealt by 20% Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Nightstreak of the Blightspawn (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects when hit in melee: * 29% chance to reduce strength, dexterity, and constitution by 31 * 34% chance to reduce damage dealt by 20% Damage when hit (Melee): 4 arcane Changes resistances: +19% mind / +13% all Changes resistances penetration: +25% arcane Changes damage: +9% arcane / +19% mind / +14% all Mana each turn: +0.28 Maximum mana: +60.00 Spellpower: +35 (+8 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Starblur (16 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +16 (+3 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +19% light / +13% fire Changes resistances penetration: +10% mind Changes damage: +3% mind Critical mult.: +5.00% Stealth bonus: +9 Physical save: +15 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +15 (+5 eff.) Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | KulahorPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce all saves and defense by 24 Damage when hit (Melee): 2 mind Changes stats: +6 Dex / +8 Mag / +1 Wil / +6 Cun / +5 Con Changes resistances: +18% mind Confusion immunity: +35% Life regen: +3.00 Stamina each turn: +0.90 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 See invisible: +3 Movement speed: +10% Amulets make your neck look great! |
Inventory
Prismatic Rune (6 turns; acid, physical, light, blight, lightning, temporal)Powered by arcane forces 0.10 Encumbrance. [Unique] 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 light, 5 blight, 3 lightning, 5 temporal 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. |
Rune of the Rift (286.00 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 326.04 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. |
shatter afflictions rune of the warrior (absorb 98; cd 13)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: 13 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 98 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 Strength 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. |
shatter afflictions rune of the wizard (absorb 133; cd 13)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: 13 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 133 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. 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. |
BarimasInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +6 (+1 eff.) Changes stats: +7 Dex / +12 Lck / +4 Con Changes resistances penetration: +15% arcane Changes damage: +9% blight Physical save: +10 (+2 eff.) Spell save: +12 (+4 eff.) Life regen: +6.00 Mana each turn: +0.04 Maximum life: +58.00 Maximum mana: +20.00 Spell crit. chance: +2% Reduce all damage from unseen attackers: 17% Amulets make your neck look great! |
Layuma the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +2 Cun / +3 Con Critical mult.: +15.00% Physical save: +6 (+1 eff.) Life regen: +3.00 Maximum life: +80.00 Amulets make your neck look great! |
PyrestalkerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +7 Cun / +6 Con Changes resistances penetration: +25% acid / +25% fire Changes damage: +12% lightning / +30% acid Life regen: +2.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
ScaldquellInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +11% temporal Reduces incoming crit damage: 5.00% Poison immunity: +10% Pinning immunity: +21% Knockback immunity: +21% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +10 (+2 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Venomquill the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% fire / +5% arcane / +10% cold Changes resistances penetration: +15% nature Talent mastery: +0.14 Chronomancy / Chronomancy Amulets make your neck look great! |
steel amulet 'Poryrimira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances penetration: +10% mind Changes damage: +12% mind / +6% physical Talent mastery: +0.15 Chronomancy / Bow Threading Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum stamina: +30.00 Amulets make your neck look great! |
Brightvenom the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +2 Str / +5 Dex / +5 Cun Changes resistances: +3% light Changes damage: +12% physical Only die when reaching: -20.00 life Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 14.11 cold and 17.45 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's steel ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
gladiator's steel ring of luminosityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage (Melee): 14 light Damage (Ranged): 14 light Changes stats: +6 Str / +1 Mag / +5 Con Changes damage: +13% light Rings make your fingers look great! |
Moon (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% Range: 1.3x Uses stats: 20% Dex, 20% Mag Damage type: Darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Runydunayagund the Skymortal (140% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 140% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 Damage (Melee): +8 lightning Damage (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +46 (+11 eff.) Armour penetration: +5 Changes stats: +8 Dex Changes resistances penetration: +9% all Combat speed: +10% Sharp, short and deadly. |
Saleldabeth the Blazewalker (116% power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 mind / +8 lightning Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +10 Changes stats: +1 Cun Changes resistances: +18% lightning Changes resistances penetration: +10% all Changes damage: +15% mind Maximum hate: +10.00 Sharp, short and deadly. |
Star (100% power, 0 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Dex, 20% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 55% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
truestriking stralite dagger of massacre (146% power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 146% Range: 1.3x Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +6 Changes resistances penetration: +9% physical Sharp, short and deadly. |
Epoch's CurveRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 111% Firing range: +9 When wielded/worn: Damage (Ranged): 15 temporal Changes stats: +5 Dex / +4 Mag Changes damage: +10% temporal Talent mastery: +0.10 Chronomancy / Bow Threading Life regen: +2.00 Epoch's Curve has served the Wardens for generations and was passed from Warden to Warden for many years before being lost. According to legend it was made from the first ash sapling to sprout after the Spellblaze and carries powers of both time and renewal. |
elven-wood longbow 'Nimbuspiety'Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 65% Range: 1.1x Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (radius 2) on crit: +65 acid / +74 nature When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +40 Changes stats: +3 Mag Changes resistances penetration: +42% acid / +10% blight / +26% nature / +17% all Changes damage: +3% lightning / +6% blight Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.stralite mace 'Dawnmalice' (141% power, 5 apr) Requires: - Magic 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage against: +23% Unnatural When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% acid Poison immunity: +20% Disease immunity: +20% Silence immunity: +20% Disarm immunity: +20% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
hardened leather belt 'Pusthorn'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +6 Mag / +5 Wil / +5 Cun / +2 Con / +7 Lck Changes resistances penetration: +15% nature Trap disarming bonus: +13 Stealth bonus: +7 Mana each turn: +0.19 Maximum life: +30.00 Maximum mana: +34.00 Light radius: +1 Infravision radius: +5 A belt that goes around your waist. |
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 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Yeek-fur Robe (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+3 eff.) Confusion immunity: +35% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Poxbreaker (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Changes stats: +6 Str / +3 Cun / +8 Con Changes resistances penetration: +15% arcane Changes damage: +5% physical / +9% nature / +21% arcane Maximum encumbrance: +29 Physical save: +20 (+5 eff.) Mental save: +14 (+4 eff.) Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Barylathagorn (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +2 Fatigue: +3% Changes stats: +6 Dex / +3 Wil / +8 Cun Changes resistances: +9% mind Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +15 (+3 eff.) Mindpower: +25 (+9 eff.) Damage Shield penetration: +30% When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +17 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 161% 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. |
This item will automatically be transmogrified when you leave the level.Lavastalker (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes resistances penetration: +25% mind / +25% fire Changes damage: +15% fire Hate when firing a critical mind attack: +3.00 Maximum psi: +50.00 Mental crit. chance: +3% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
This item will automatically be transmogrified when you leave the level.prismatic drakeskin leather armour of stability (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +7% physical / +10% light / +12% darkness Physical save: +23 (+5 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Chiblek the Kindlesorrow (0 def, 10 armour, 179% power, 186 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +186 Damage (Melee): +20 acid When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 6 acid Changes resistances: +6% acid / +15% light / +30% cold / +12% fire / +15% darkness Talent granted: +1 Block Handheld deflection devices. |
Duvudrarim the quiver of yew arrows (16/16, 142% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 16 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 31 * Create an explosion dealing 147 fire damage (1/turn) Damage (Ranged): +20 blight Damage (radius 1) on hit: +20 arcane Damage (radius 2) on crit: +4 blight / +20 arcane Arrows are used with bows to pierce your foes to death. |
11 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. |
474 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. |
7 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. |
6 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 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 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. |
dwarven-steel pickaxe 'Gilanik' (dig speed 13 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour penetration: +5 Physical power: +5 (+1 eff.) Changes stats: +3 Cun / +2 Str Changes resistances: +12% nature Changes damage: +6% blight / +12% temporal / +7% nature Critical mult.: +12.00% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +20 (+5 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Strikecast' (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 20% chance to reduce armor by 41% Changes stats: +5 Str Changes resistances: +15% acid / +30% lightning / +9% blight Changes resistances penetration: +15% blight Changes damage: +6% blight When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
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. |
4 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 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
4 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
3 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 30 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. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
7 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. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Bareyamathel the Skeleton Temporal Warden level 34
58th Regrowth 123rd year of Ascendancy at 21:28 see stats
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bareyamathel the Skeleton Temporal Warden level 29
1st Regrowth 123rd year of Ascendancy at 10:05 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Bareyamathel the Skeleton Temporal Warden level 34
57th Regrowth 123rd year of Ascendancy at 06:59 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Bareyamathel the Skeleton Temporal Warden level 14
23rd Dusk 122nd year of Ascendancy at 00:30 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Bareyamathel the Skeleton Temporal Warden level 30
40th Regrowth 123rd year of Ascendancy at 18:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Bareyamathel the Skeleton Temporal Warden level 20
79th Dusk 122nd year of Ascendancy at 10:40 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 Bareyamathel the Skeleton Temporal Warden level 29
1st Regrowth 123rd year of Ascendancy at 07:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Bareyamathel the Skeleton Temporal Warden level 10
3rd Dusk 122nd year of Ascendancy at 23:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Bareyamathel the Skeleton Temporal Warden level 20
72nd Dusk 122nd year of Ascendancy at 20:56 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Bareyamathel the Skeleton Temporal Warden level 30
37th Regrowth 123rd year of Ascendancy at 21:51 see stats
Paradoxology (Insane (Roguelike) difficulty)
Both killed your future self and got killed by your future self.By Bareyamathel the Skeleton Temporal Warden level 25
23rd Haze 122nd year of Ascendancy at 09:29 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Bareyamathel the Skeleton Temporal Warden level 29
25th Regrowth 123rd year of Ascendancy at 09:09 see stats
Self-killer (Insane (Roguelike) difficulty)
Killed your future self.By Bareyamathel the Skeleton Temporal Warden level 25
23rd Haze 122nd year of Ascendancy at 09:29 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Bareyamathel the Skeleton Temporal Warden level 32
47th Regrowth 123rd year of Ascendancy at 04:13 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Bareyamathel the Skeleton Temporal Warden level 29
1st Regrowth 123rd year of Ascendancy at 10:05 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bareyamathel the Skeleton Temporal Warden level 27
57th Haze 122nd year of Ascendancy at 18:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Bareyamathel the Skeleton Temporal Warden level 9
3rd Summertide 122nd year of Ascendancy at 12:21 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Bareyamathel the Skeleton Temporal Warden level 29
1st Regrowth 123rd year of Ascendancy at 10:05 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Bareyamathel the Skeleton Temporal Warden level 27
3rd Decay 122nd year of Ascendancy at 10:11 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 Bareyamathel the Skeleton Temporal Warden level 27
1st Wintertide 123rd year of Ascendancy at 15:05 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Bareyamathel the Skeleton Temporal Warden level 4
6th Mirth 122nd year of Ascendancy at 04:49 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Bareyamathel the Skeleton Temporal Warden level 24
20th Haze 122nd year of Ascendancy at 19:28 see stats
They Came From Outer Space! (Insane (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Bareyamathel the Skeleton Temporal Warden level 30
39th Regrowth 123rd year of Ascendancy at 04:56 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bareyamathel the Skeleton Temporal Warden level 21
3rd Haze 122nd year of Ascendancy at 23:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bareyamathel the Skeleton Temporal Warden level 14
44th Dusk 122nd year of Ascendancy at 21:12 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bareyamathel the Skeleton Temporal Warden level 33
52nd Regrowth 123rd year of Ascendancy at 02:09 see stats
Log
Temporal hound slows down.
Temporal hound stops regenerating health quickly.
Temporal hound is no longer out of phase.
Talent Command Hounds: Blink is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
There is a way to the next level here (press '' or right click to use).
Ran for 30 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Bareyamathel deactivates Weapon Folding.
Bareyamathel activates Weapon Folding.
Bareyamathel deactivates Chant of Fortress.
Bareyamathel activates Chant of Fortress.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Contingency
- Temporal Hounds
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Talent Warden's Focus is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).































































































































