









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ignore Race/Class Locks 1.1.0Modifies 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.] Forbidden Cults 1.5.9Official 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.
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Select your Escorts 1.5.0Allows 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. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
QuickTome: Arena Skip 1.3.1 Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Marauder |
| Level / Exp | 26 / 81% |
| Size | big |
| Lifes / Deaths | Killed by skeleton warrior at level 26 on the 12nd Regrowth 123rd year of Ascendancy at 05:34 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 82 (base 57) |
| Dexterity | 37 (base 34) |
| Constitution | 14 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 40 (base 28) |
| Cunning | 11 (base 11) |
Resources
| Life | -162/621 |
| Stamina | 176/235 |
| Equilibrium | 30 |
| Healing Factor | 1.3326086956522 |
| Regeneration | 2.7722361562788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 16 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 138 |
| Accuracy | 62 |
| Crit Chance | 27% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 89 |
| Accuracy | 62 |
| Crit Chance | 22% |
| APR | 35 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Nature | +11% |
| Fire | +6% |
| Darkness | +3% |
| Physical | +19% |
| Mind | +19% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +20% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (81.030927835052%) |
| Defense | 34 |
| Ranged Defense | 42 |
| Fatigue | 28 |
| Physical Save | 38 |
| Spell Save | 30 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 39%( 86%) |
| Blight | + 48%( 86%) |
| Arcane | + 26%( 86%) |
| Cold | + 46%( 86%) |
| All | + 22%( 86%) |
| Mind | + 40%( 86%) |
| Lightning | + 41%( 86%) |
| Light | + 34%( 86%) |
| Temporal | + 27%( 86%) |
| Physical | + 46%( 86%) |
| Darkness | + 65%( 86%) |
| Fire | + 34%( 86%) |
| Nature | + 66%( 86%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Pinning Resistance | 20% |
| Disarm Resistance | 20% |
| Confusion Resistance | 57% |
| Silence Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 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 498 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Bloodthirst | 1.10 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | True Grit |
| talent | Antimagic Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target's combat attack is improved by 67. Attack |
| beneficial effect | Each melee blow landed has a 39% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
| beneficial effect | You gain 43% resistance against darkness. Resolve |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The thrill of combat improves the target's maximum life by 2%, life regeneration by 1.83, and stamina regeneration by 0.37. Bloodbath |
| beneficial effect | The target is recovering 21 life each turn. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 5 and doing 38.56 blight damage per turn. Rotting Disease |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
Quests
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 lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul) | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Innovation (+1 level(s)). | done |
You failed to protect the repented thief from death by multi-hued drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by Eilinubrebeth the midge swarm. Escort: repented thief (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Yvuminn the copperhead snake. Escort: repented thief (level 3 of Old Forest) | failed |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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 AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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 | Belyra the pair of rough leather boots (9 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +1 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +1% Changes resistances: +6% lightning / +6% temporal Physical save: +12 (+5 eff.) Only die when reaching: -40.00 life Maximum life: +20.00 A pair of boots made of leather. |
| Light source | RhadurInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +4% physical / +6% cold Mental save: +23 (+7 eff.) Disease immunity: +15% Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Light radius: +3 See stealth: +16 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | dwarven-steel gauntlets 'Eilinedherin' (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +7 Changes stats: +5 Str Changes resistances: +5% arcane Mental save: +32 (+10 eff.) Only die when reaching: -80.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Salenor the iron pickaxe (dig speed 19 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +3% lightning / +1% physical / +9% light Changes damage: +6% mind / +6% fire Mental save: +6 (+2 eff.) Silence immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | ElidhewenInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +4 Defense: +9 (+5 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Dex Changes resistances: +13% mind / +5% physical Changes resistances penetration: +20% physical Changes damage: +13% mind Maximum stamina: +25.00 Rings can have magical properties. |
| On fingers | Brightrock the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Defense: +16 (+7 eff.) Changes stats: +3 Str / +2 Dex Changes resistances: +22% nature / +6% light Changes damage: +11% nature It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 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 102% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around neck | clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind Confusion immunity: +20% Amulets can have magical properties. |
| In main hand | Nature's Vengeance (150% power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) Changes resistances: +4% all It can be used to activate talent Rush (costing 15 power out of 25/25) : Effective talent level: 3.9 Power cost: 15 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Isegawyn the Stormsteel (118% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 21 bleeding, 68% reduced healing Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Changes stats: +5 Str Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +20% darkness Changes damage: +3% lightning / +9% physical / +3% darkness Stamina when hit: +1.30 One-handed war axes. |
| Cloak | Boruhir the linen cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +15% acid / +9% fire / +15% nature Spell save: +13 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of the dragon (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +3 Str / +3 Wil / +2 Con Changes resistances: +7% acid / +8% physical / +12% darkness / +14% blight / +5% cold / +6% fire / +7% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +20% Stun/Freeze immunity: +23% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
Inventory
heroism infusion (+5 for 9 turns, die at -195)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 9 turns. While Heroism is active, you will only die when reaching -195 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (645% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 645% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
copper amulet 'Adedakira'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances penetration: +10% arcane Talent mastery: +0.13 Technique / Throwing knives Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets can have magical properties. |
Arcstrider the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +15% lightning / +22% cold / +6% nature / +3% darkness Changes damage: +11% cold Knockback immunity: +5% Rings can have magical properties. |
copper ring 'Earthhack'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% nature Changes resistances penetration: +25% nature Changes damage: +15% acid Disarm immunity: +24% Pinning immunity: +24% Knockback immunity: +25% Maximum life: +23.00 Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
steel dagger 'Balancegasher' (101% power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +7 mind / +32 nature When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +6% cold / +6% temporal Disease immunity: +15% Only die when reaching: -40.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
stralite dagger of erosion (134% power, 9 apr)Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 nature / +7 temporal Sharp, short and deadly. |
thought-forged dwarven-steel dagger of massacre (125% power, 7 apr)Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 125% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
Erelutir (110% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +9 nature / +6 temporal When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+3 eff.) Changes resistances: +6% blight Changes resistances penetration: +5% temporal Changes damage: +6% temporal Disarm immunity: +23% Blunt and deadly. |
Relgerab the Hellpower (134% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +4 Defense: +8 (+4 eff.) Changes damage: +9% fire Disease immunity: +25% Silence immunity: +25% Disarm immunity: +31% Pinning immunity: +10% Teleport immunity: +15% Blunt and deadly. |
Runurand the steel mace (103% power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +13 insidious poison When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +6.0% Defense: +5 (+3 eff.) Changes stats: +3 Mag Disarm immunity: +21% Mana each turn: +0.04 Maximum vim: +30.00 Blunt and deadly. |
Duskprophet the dragonbone magestaff (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Defense: +22 (+9 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +4 Wil / +4 Mag Changes resistances: +9% light / +9% cold Changes damage: +30% lightning / +3% darkness Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +73.00 Spellpower: +29 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +36% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
fungal dwarven-steel steamgun of acidRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +11 acid Attacks use: 2.0 Steam When wielded/worn: Changes stats: +3 Con Changes damage: +10% acid Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 112 life over 5 turns, putting all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun of fireRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +5 fire Attacks use: 2.0 Steam When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +3 Str Changes damage: +10% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced dwarven-steel waraxe of massacre (130% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+4 eff.) Disarm immunity: +29% One-handed war axes. |
Shimmerswift the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Changes damage: +12% mind / +18% lightning Maximum life: +31.00 A belt that goes around your waist. |
elven-silk cloak 'Eremelach' (3 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +13 Defense: +3 (+2 eff.) Fatigue: -6% Changes stats: +7 Dex / +3 Mag / +4 Wil / +5 Cun Changes resistances: +5% arcane / +22% cold Grants telepathy: Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Vorolle' (4 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +4 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Changes resistances: +2% physical / +12% cold Cut immunity: +5% Silence immunity: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duvohek the Strikespitter (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 mind Changes stats: +2 Cun Changes resistances: +6% cold / +6% fire Changes resistances penetration: +15% lightning Critical mult.: +5.00% Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Salaba the Phlegmseam (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +9% light / +12% fire / +6% blight / +6% cold / +6% nature / +9% darkness Spell save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urigazor (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +8 Lck / +5 Dex Stealth bonus: +8 Mental save: +6 (+2 eff.) Confusion immunity: +30% Stun/Freeze immunity: +35% Knockback immunity: +10% A pair of boots made of leather. |
miner's pair of dwarven-steel boots of uncanny dodging (7 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +7 (+4 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Pyreborn' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Con Changes resistances: +3% cold / +18% light / +6% darkness Changes damage: +6% fire Spell save: +3 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
stealthy pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Lck / +6 Dex Stealth bonus: +8 A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+2 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Undeathumbra (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +4 Str / +4 Dex / +3 Wil / +2 Con Changes resistances penetration: +5% nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+4) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 Changes stats: +4 Dex Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +9 Damage (Melee): 11 physical Changes damage: +7% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Gunurobers the dwarven-steel helm (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +3 Str / +6 Cun / +4 Con Knockback immunity: +10% Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nimbusknight (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +12% physical Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +12% physical / +9% darkness A pointy cloth hat, very wizardly... |
Xanuma the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: -7% Damage when hit (Melee): 6 physical Changes stats: +2 Cun / +3 Str Changes resistances penetration: +15% mind Equilibrium when hit: +0.12 Mental crit. chance: +3% Skullcracker multiplicator: +2 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 571.0 Physical damage. If the attack hits, the target is confused (39% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
dwarven-steel helm of trickery (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +3 Cun / +3 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Tikan' (0 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +4 Str / +5 Dex Changes resistances penetration: +25% physical Changes damage: +9% physical Maximum life: +50.00 A cap made of leather. |
rough leather cap 'Eilinona' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +5 Fatigue: +1% Changes resistances: +6% blight / +6% darkness Changes resistances penetration: +20% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.80 Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
rough leather cap 'Unrirentir' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +9 Str Life regen: +0.40 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum stamina: +10.00 Skullcracker multiplicator: +1 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 571.0 Physical damage. If the attack hits, the target is confused (39% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Runabers the iron mail armour (2 def, 6 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +8 (+1 eff.) Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Dex / +2 Wil Changes resistances: +6% acid / +6% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water Maximum hate: +6.00 Mindpower: +2 (+1 eff.) A suit of armour made of mail. |
steel mail armour 'Aircrack' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +10 Wil Changes resistances: +7% physical Changes resistances penetration: +20% lightning Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +16 (+6 eff.) Mindpower: +10 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Cracklebreaker (21/21, 122% power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 21 On weapon hit: * 40% chance to daze at end of turn Damage (Ranged): +40 blight Burst (radius 1) on hit: +16 lightning Arrows are used with bows to pierce your foes to death. |
3 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. |
506 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 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. |
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 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Changes stats: +1 Str Changes resistances: +5% physical 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. |
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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 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 Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
pouch of dwarven-steel shots of wind (19/19, 137% power, 3 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 137% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst Travel speed: +200% Shots are used with slings to pummel your foes to death. |
Hanyrath [power 26] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Dex / +10 Wil / +2 Cun Changes resistances: +6% acid Light radius: +2 See invisible: +6 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
2 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. |
4 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. |
4 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. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By ZyZ the Krog Marauder level 18
44th Dusk 122nd year of Ascendancy at 02:55 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZyZ the Krog Marauder level 9
8th Flare 122nd year of Ascendancy at 04:32 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By ZyZ the Krog Marauder level 21
63rd Dusk 122nd year of Ascendancy at 15:28 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By ZyZ the Krog Marauder level 10
5th Dusk 122nd year of Ascendancy at 09:33 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By ZyZ the Krog Marauder level 20
55th Dusk 122nd year of Ascendancy at 03:06 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By ZyZ the Krog Marauder level 24
70th Haze 122nd year of Ascendancy at 22:47 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By ZyZ the Krog Marauder level 20
62nd Dusk 122nd year of Ascendancy at 12:23 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZyZ the Krog Marauder level 23
7th Haze 122nd year of Ascendancy at 20:56 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZyZ the Krog Marauder level 17
36th Dusk 122nd year of Ascendancy at 15:30 see stats
Log
ZyZ hits Something for 55 arcane, 41 arcane, 3 light (99 total damage).
Something hits ZyZ for (4 antimagic), 0 nature, (36 antimagic), 0 darkness (0 total damage).
ZyZ is recovering from the damage!
ZyZ is invigorated by the attack!
ZyZ is invigorated by the attack!
ZyZ is not disabled anymore.
Something hits ZyZ for 102 physical damage.
Poison from Zubibrekira the ghoul hits ZyZ for (4 antimagic), 0 nature (0 total damage).
Rotting Disease from Zubibrekira the ghoul hits ZyZ for (30 antimagic), 0 blight (0 total damage).
ZyZ hits Something for 4 light damage.
ZyZ hits Something for 31 arcane, 23 arcane (54 total damage).
ZyZ receives 28 healing.
ZyZ uses Infusion: Wild.
ZyZ stops being poisoned.
ZyZ is cured!
ZyZ lessens the pain.
ZyZ uses Perfect Strike.
ZyZ aims carefully.
ZyZ uses Greater Weapon Focus.
ZyZ performs a melee critical strike against Something!
ZyZ revels in the spilt blood and grows stronger!
ZyZ hits Something for 123 physical, 10 physical (133 total damage).
ZyZ is invigorated by the attack!
ZyZ is pinned to the ground.
ZyZ resists the stunning strike!
Something performs a melee critical strike against ZyZ!
ZyZ hits Something for 18 arcane, 3 light, 3 light (24 total damage).
Something hits ZyZ for 87 physical, (29 antimagic), 0 darkness, 333 physical (420 total damage).
Saving game...






























































































































