












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Madness Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Solipsist |
| Level / Exp | 34 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Belorima the luminous horror at level 18 on the 27th Loss 122nd year of Ascendancy at 14:06 / 2Killed by Velutta the spitting spider at level 34 on the 5th Stralite 123rd year of Ascendancy at 18:38 |
| Antimagic | Follower |
Primary Stats
| Strength | 48 (base 24) |
| Dexterity | 26 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 130 (base 60) |
| Cunning | 98.000000000001 (base 60) |
Resources
| Life | -1712/946 |
| Equilibrium | 101 |
| Psi | 0/679 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 21.544602429323 |
Speed
| Mental | 0% |
| Attack | +8.9928064994638E-12% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 61 |
| Crit Chance | 31% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 94 |
| Accuracy | 61 |
| Crit Chance | 31% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8.3333333333333 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 107 |
| Crit Chance | 83% |
| Speed | 0.99999999999991 |
Offense: Damage Bonus
| Acid | +32% |
| Nature | +33% |
| Temporal | +11% |
| Darkness | +35% |
| Lightning | +19% |
| Mind | +22% |
| All | +8% |
Offense: Damage Penetration
| Acid | +10% |
| Nature | +25% |
| Darkness | +5% |
| Lightning | +24% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 62.26754235561 (99.247019847425%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 22 |
| Physical Save | 60.515 |
| Spell Save | 61.285 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 36%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 24%( 70%) |
| Physical | + 38%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 28%( 70%) |
| Lightning | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Confusion Resistance | 37% |
| Pinning Resistance | 20% |
| Disarm Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 29% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 304 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 449 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 595 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost warrior from death by Porykira the ghoul. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Escort the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell) | active |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of fire wyrm saliva. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn 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 vial of elder vampire blood. * You've found the needed length of troll intestine. * You've found the needed storm wyrm claw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Hathathad (0 def, 12 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: -4% Changes stats: +3 Mag Physical save: +18 (+0 eff.) Spell save: +15 (+0 eff.) Pinning immunity: +20% Stamina each turn: +0.50 Maximum life: +87.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Wind Worn Shot (25/25, 148% power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 149% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | BlastwakerInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Wil Changes resistances: +9% cold / +5% arcane / +3% mind Changes resistances penetration: +15% lightning Changes damage: +6% mind Life regen: +4.00 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. |
| On head | defender's dwarven-steel helm of the bounder (5 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +4% Changes stats: +7 Str / +7 Dex Changes resistances: +3% all Physical save: +8 (+0 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 211.9 Physical damage. If the attack hits, the target is confused (33% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+0 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 223.56 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | Eilinagabeth the dwarven-steel torque of mindblast [power 210] (4/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Wil Critical mult.: +15.00% Mental save: +3 (+1 eff.) Maximum hate: +6.00 Mindpower: +20 (+3 eff.) It can be used to blast the opponent's mind dealing 256 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold emerald ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +21 (+5 eff.) Armour: +3 Changes stats: +6 Str / +8 Wil / +5 Cun / +7 Con Changes resistances: +3% all Changes damage: +6% all Mental save: +12 (+3 eff.) Stamina each turn: +3.00 Only die when reaching: -40.00 life Spellpower: +10 (+2 eff.) Mindpower: +12 (+2 eff.) See invisible: +6 Rings make your fingers look great! |
| On fingers | Cyrunne the DimcryptInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances penetration: +10% mind Changes damage: +9% darkness Critical mult.: +20.00% Mental save: +18 (+5 eff.) Maximum psi: +50.00 Mindpower: +41 (+7 eff.) Rings make your fingers look great! |
| Around neck | TuriblekInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Wil Changes resistances: +11% physical Changes damage: +24% acid Critical mult.: +10.00% Stamina each turn: +0.70 Equilibrium when hit: +0.08 Mindpower: +15 (+2 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
| In main hand | Duatheloozer (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 lightning / 11 mind / 9 darkness Damage when hit (Melee): 6 darkness / 2 temporal Changes stats: +5 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +11% lightning / +3% temporal / +8% mind / +15% darkness Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +14% 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. |
| Around waist | Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+2 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Liserivea (105% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x 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% On weapon hit: * 10% chance to slow global speed by 82% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +20% Unnatural When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Damage (Melee): 6 lightning / 6 physical / 6 cold / 6 acid / 6 fire Changes resistances: +6% lightning / +7% physical / +8% cold / +9% fire / +18% acid Talent granted: +1 Attune Mindstar Mindpower: +16 (+3 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. |
| Cloak | battlemaster's cashmere cloak of mindcraft (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +3 Dex / +4 Wil / +4 Cun / +3 Con Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+0 eff.) Stamina each turn: +0.50 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Gloomwreath (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 14% Changes stats: +3 Wil Changes resistances: +27% acid / +9% physical / +11% darkness / +14% blight / +8% cold / +8% lightning / +7% fire Changes resistances penetration: +5% darkness / +10% acid Changes damage: +3% darkness Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +23% Knockback immunity: +29% Light radius: +2 A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Gilubar the DourspikerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +12% fire / +12% mind / +3% darkness Changes resistances penetration: +5% darkness / +10% acid Changes damage: +9% darkness Confusion immunity: +22% Amulets make your neck look great! |
InfernoreaperCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 light Changes resistances: +15% fire Changes resistances penetration: +25% mind Changes damage: +18% fire Life regen: +3.00 Light radius: +2 Amulets make your neck look great! |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Zirig the GlowveilCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes resistances penetration: +10% light / +25% mind Changes damage: +18% light / +18% mind Talent mastery: +0.22 Technique / Combat training Amulets make your neck look great! |
insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
mindweaver's copper amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +12 Changes stats: +2 Wil Critical mult.: +11.00% Mental save: +7 (+2 eff.) Confusion immunity: +12% Mindpower: +7 (+1 eff.) Amulets make your neck look great! |
Bleakrot the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% darkness / +9% cold Changes damage: +12% darkness Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
Ivytta the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +16 Changes stats: +3 Dex Mental save: +9 (+2 eff.) Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +10.00 Healing mod.: +15% Rings make your fingers look great! |
Vilequake the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +3.0% Physical power: +30 (+7 eff.) Damage when hit (Melee): 4 nature Changes resistances: +3% physical Changes resistances penetration: +20% nature Critical mult.: +10.00% Mental save: +8 (+2 eff.) Confusion immunity: +28% Rings make your fingers look great! |
gold emerald ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +10 Armour: +3 Defense: +10 (+5 eff.) Changes resistances: +3% all It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% 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! |
solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +8.00 Maximum life: +45.00 Mindpower: +7 (+1 eff.) Healing mod.: +12% Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Umbrapower the dwarven-steel dagger (116% power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 41% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 darkness Damage against: +12% Unnatural When wielded/worn: Physical crit. chance: +5.0% Changes stats: +3 Wil Changes resistances: +10% acid / +10% lightning / +11% fire / +12% cold / +5% all Changes damage: +3% darkness Spell save: +9 (+0 eff.) Mindpower: +15 (+2 eff.) Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Chalokor the thorny mindstar (94% power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x 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: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 4 lightning / 4 physical / 6 cold / 5 acid / 5 fire Damage when hit (Melee): 4 temporal Changes stats: +2 Cun / +3 Wil Changes resistances: +4% lightning / +7% physical / +3% fire / +4% cold / +5% acid Changes resistances penetration: +5% temporal / +6% physical Changes damage: +5% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +3% 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. |
Eilinysema the mossy mindstar (75% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 5 mind / 4 darkness Changes stats: +2 Con Changes resistances: +9% light Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +2.00 Only die when reaching: -60.00 life Mindpower: +17 (+3 eff.) Mental crit. chance: +1% 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. |
Saluldarin the thorny mindstar (93% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 93% Range: 1.1x 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: +24 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+10 eff.) Changes stats: +2 Dex / +5 Wil / +2 Cun / +2 Con Changes resistances: +4% physical Talent granted: +1 Attune Mindstar Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Maximum stamina: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
epiphanous living mindstar of sand (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x 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): 10 physical Changes resistances: +4% physical Changes resistances penetration: +8% physical Changes damage: +5% mind / +6% physical Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +2.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +8% 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. |
protector's pulsing mindstar (105% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% all Talent mastery: +0.10 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar 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. |
BlazewreckCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% lightning / +6% fire / +7% cold Changes damage: +3% light Mindpower: +5 (+1 eff.) Mental crit. chance: +4% A belt that goes around your waist. |
RainwingCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 10 cold Changes stats: +4 Cun / +4 Wil Damage against: +20% Summoned Reduced damage from: +18% Summoned Silence immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -80.00 life A belt that goes around your waist. |
RavenwakerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +12% fire / +5% arcane / +15% cold Changes resistances penetration: +10% darkness Physical save: +10 (+0 eff.) Stun/Freeze immunity: +10% Life regen: +4.00 Mindpower: +3 (+0 eff.) A belt that goes around your waist. |
Sewergasher the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Wil / +2 Cun Changes resistances: +7% acid / +6% cold / +9% blight / +5% fire / +3% nature / +7% lightning Changes resistances penetration: +5% nature Critical mult.: +9.00% Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +13 (+3 eff.) A belt that goes around your waist. |
Nimbusworm (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +7 Con Changes resistances penetration: +25% lightning Changes damage: +12% acid Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Tonik the Torchhunger (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Cun / +7 Wil Changes resistances: +3% temporal Changes damage: +12% fire Mental save: +3 (+1 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ururegohor the Goregrind (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 82% Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances: +12% darkness Changes damage: +6% nature Maximum psi: +50.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanadas (6 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +6 (+3 eff.) Changes stats: +3 Str Changes resistances: +10% cold Changes damage: +6% physical Critical mult.: +5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Phoenixwrack' (2 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +7% acid / +3% temporal / +3% darkness / +23% cold / +6% fire / +6% nature / +19% lightning Changes resistances penetration: +5% fire Maximum life: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Elolrann' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Dex / +1 Con Changes resistances: +9% blight / +3% darkness Reduces incoming crit damage: 15.00% Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bethothra (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +3 Dex / +2 Wil / +1 Con Changes resistances: +5% lightning / +6% temporal See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloralratira (1 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +1 (+0 eff.) Fatigue: +2% Changes stats: +7 Dex / +1 Con Changes resistances penetration: +20% blight Critical mult.: +10.00% Spell save: +6 (+0 eff.) Only die when reaching: -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gyrin the pair of hardened leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes resistances: +6% darkness Changes damage: +12% mind Mental save: +12 (+3 eff.) Only die when reaching: -80.00 life Mental crit. chance: +3% Infravision radius: +1 A pair of boots made of leather. |
Tundraseam (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to slow global speed by 82% * 10% chance to reduce armor by 14% Changes stats: +2 Str / +2 Con Changes resistances: +5% arcane Changes damage: +12% cold Spell save: +3 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Rainbraze the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +11 Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +6 Dex / +3 Wil / +7 Cun Changes resistances penetration: +10% nature Life regen: +11.70 Stamina each turn: +2.90 Psi each turn: +0.20 Maximum stamina: +28.00 Mindpower: +20 (+3 eff.) When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +10 Armour Penetration: +12 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Nightmare (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's iron gauntlets of regeneration (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Armour Hardiness: +5% Fatigue: +1% Changes stats: +5 Con Changes resistances: +4% physical Life regen: +1.80 Stamina each turn: +0.30 Psi each turn: +0.12 When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Arama the hardened leather cap (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+10 eff.) Armour penetration: +4 Physical power: +15 (+4 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes resistances: +10% cold Allows you to breathe in: water Critical mult.: +5.00% Stamina each turn: +1.00 A cap made of leather. |
Brightgasher the linen wizard hat (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Damage when hit (Melee): 8 physical Changes stats: +5 Con Changes resistances: +6% lightning / +6% temporal Physical save: +6 (+0 eff.) Only die when reaching: -40.00 life Light radius: +2 A pointy cloth hat, very wizardly... |
Eregar the hardened leather cap (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +30 (+15 eff.) Armour: +3 Defense: +10 (+5 eff.) Fatigue: +3% Changes stats: +12 Con Changes resistances: +5% arcane Physical save: +6 (+0 eff.) A cap made of leather. |
Salith the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+8 eff.) Armour: +3 Fatigue: +3% Changes stats: +2 Str / +5 Dex / +3 Mag / +6 Wil Mental save: +7 (+2 eff.) Stamina each turn: +2.00 Light radius: +1 A cap made of leather. |
bladed dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +4 Fatigue: +4% Changes stats: +5 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 211.9 Physical damage. If the attack hits, the target is confused (33% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Charge's kiss' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% lightning / +14% mind / +3% light Changes resistances penetration: +10% mind Changes damage: +26% mind A pointy cloth hat, very wizardly... |
430 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 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. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Earykalthovor the Dayzephyr (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +1 Cun / +3 Str Changes resistances: +6% light Equilibrium when hit: +0.04 Maximum psi: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
iron pickaxe 'Glata' (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +10 (+5 eff.) Fatigue: -4% Changes stats: +3 Str / +2 Cun / +4 Con Changes resistances penetration: +15% mind Changes damage: +3% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of wreckage (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +93 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
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. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 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 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(171 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 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. |
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. |
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 (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. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+0 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Malekath the dragonbone totem of healing [power 560] (4/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes resistances penetration: +15% mind Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Mindpower: +30 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
5 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. |
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. |
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. |
2 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. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Dreaminator the Drem Solipsist level 20
11st Shortage 122nd year of Ascendancy at 13:29 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Dreaminator the Drem Solipsist level 30
24th Steel 123rd year of Ascendancy at 20:59 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dreaminator the Drem Solipsist level 10
39th Dearth 122nd year of Ascendancy at 13:14 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Dreaminator the Drem Solipsist level 29
3rd Steel 123rd year of Ascendancy at 13:39 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Dreaminator the Drem Solipsist level 23
27th Shortage 122nd year of Ascendancy at 01:31 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dreaminator the Drem Solipsist level 31
4th Gold 123rd year of Ascendancy at 01:30 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Dreaminator the Drem Solipsist level 10
39th Dearth 122nd year of Ascendancy at 13:13 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Dreaminator the Drem Solipsist level 20
3rd Shortage 122nd year of Ascendancy at 14:40 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Dreaminator the Drem Solipsist level 30
23rd Steel 123rd year of Ascendancy at 00:10 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dreaminator the Drem Solipsist level 29
16th Steel 123rd year of Ascendancy at 07:43 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Dreaminator the Drem Solipsist level 22
25th Shortage 122nd year of Ascendancy at 23:10 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Dreaminator the Drem Solipsist level 15
15th Loss 122nd year of Ascendancy at 18:50 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Dreaminator the Drem Solipsist level 9
33rd Dearth 122nd year of Ascendancy at 20:38 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Dreaminator the Drem Solipsist level 9
32nd Dearth 122nd year of Ascendancy at 00:56 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dreaminator the Drem Solipsist level 28
3rd Steel 123rd year of Ascendancy at 08:14 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dreaminator the Drem Solipsist level 17
18th Loss 122nd year of Ascendancy at 02:10 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Dreaminator the Drem Solipsist level 18
27th Loss 122nd year of Ascendancy at 14:07 see stats
Log
Bleeding from Dreaminator hits Orc archer for 77 physical damage.
Burning from Dreaminator hits Orc archer for 28 fire damage.
Burning from Dreaminator hits Armoured skeleton warrior for (31 blocked), 0 fire (0 total damage).
Burning from Dreaminator hits Dreadmaster for 30 fire damage.
Dreaminator's Hammer Toss hits Mayyssra the skeleton assassin for (23 parried), (272 absorbed), 0 physical, (16 absorbed), 0 mind, (7 absorbed), 0 fire, (7 absorbed), 0 lightning, (5 absorbed), 0 darkness, (3 absorbed), 0 fire, (4 absorbed), 0 acid, (3 absorbed), 0 physical, (2 absorbed), 0 cold, (7 absorbed), 0 mind (0 total damage).
Burning from Dreaminator hits Armoured skeleton warrior for 21 fire damage.
Black Blood Bleeding from Dreaminator hits Dreadmaster for 2 darkness damage.
Burning from Dreaminator hits Mountain troll thunderer for 77 fire damage.
Bleeding from Dreaminator hits Mountain troll thunderer for 128 physical damage.
Restless Night from Dreaminator hits Velutta the spitting spider for 31 mind damage.
Restless Night from Dreaminator hits Porama the skeleton master archer for 52 mind damage.
Black Blood Bleeding from Dreaminator hits Mayyssra the skeleton assassin for (7 absorbed), 0 darkness (0 total damage).
Black Blood Bleeding from Dreaminator hits Velutta the spitting spider for 10 darkness damage.
Burning from Dreaminator hits Mayyssra the skeleton assassin for (26 absorbed), 0 fire (0 total damage).
Burning from Dreaminator hits Velutta the spitting spider for 4 fire damage.
Mindrot hits Dreaminator for (17 dismissed), (3 resonance), 1 to psi, 1 mind, (41 blocked), (3 antimagic), 0 darkness (2 total damage).
Thunderstorm hits Dreaminator for (25 antimagic), 0 lightning (0 total damage).
Velutta the spitting spider receives 76 healing from Unnatural Body.
Porama the skeleton master archer casts Invoke Darkness.
Porama the skeleton master archer's spell attains critical power!
Dreaminator converts some damage to Psi!
Porama the skeleton master archer hits Dreaminator for (41 blocked), (108 antimagic), (58 resonance), 20 to psi, 26 darkness (46 total damage).
Velutta the spitting spider uses Slash.
Dreaminator's dream shield has been strengthened by the attack!
Your resonance field crumbles under the damage!
The psychic field around Dreaminator crumbles.
Dreaminator converts some damage to Psi!
Velutta the spitting spider hits Dreaminator for (41 blocked), (22 resonance), 318 to psi, 2426 physical (2743 total damage).
Melee retaliation hits Velutta the spitting spider for 1 temporal, 5 darkness (6 total damage).
Dreaminator the level 34 drem solipsist was bled to death by Velutta the spitting spider on level 3 of Dreadfell.










































































































































